The cost of creativity: balancing innovation with commercial success
We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.
Making distributed systems is hard. At Improbable, we like it when our system works, and it makes us sad when it breaks.
Gabriel Gambetta, Tech Lead/Manager of the SpatialOS Community team at Improbable, talks about the future of the game engine.
Improbable works with the Zoological Society of London to look at new ways of addressing poaching and the trade in endangered species using SpatialOS.
We show you how to build a custom SpatialOS worker that provides flocking behaviour for your game.
Using SpatialOS to simulate huge environments, including mobile networks on an international scale, in order to explore ‘What If’ scenarios such as the recent Pokemon stampede.
Here in the Improbable Laboratories, we decided to give the evolutionary powers of SpatialOS a test drive with ev0: an artificial life model.
One of our programmers used Unity and SpatialOS to prototype an online multiplayer game where adventurers fight spiders for control of the world.
Improbable has open-sourced two projects developed in house and used extensively on a daily basis: FlagZ and Polyglot.
In this post, we want to go into a little detail about some of the projects we love, and some of the changes we’ve contributed to those projects.
Exploring how SpatialOS can be used to build a realistic simulation of the internet in order to identify weak spots, and figure out how to protect it.