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.
Improbable’s multiplayer game platform SpatialOS now works with the two leading games consoles.
Introducing support for KCP, an additional UDP-based network stack, in the SpatialOS 13.6 release. KCP provides a low-latency, secure network connection designed specifically for unreliable network conditions.
2018 was an exciting year for us at Improbable. Over the past twelve months, we have announced several partnerships, revealed multiple upgrades to SpatialOS, and welcomed new engineering creations into the fold.
We’ve fully released the new version of the Runtime and rolled it out across all projects.
We’re excited to announce the next iteration of the SDK in alpha phase, which gives you the flexible building blocks needed to securely implement player authentication, authorisation and matchmaking for your games.
The latest version of the SpatialOS Runtime enables query-based interest management.
Improbable announces GDK is now ready to be used for building projects using Unreal Engine.
Improbable software engineer Paul Balaji worked on the SpatialOS GDK for Unity. He’s recorded a video taking you through the key features of the product and what it’s like to work with.
Improbable announces progression with SpatialOS Game Development Kit (GDK) for Unity - now ready to be used for building projects using Unity Engine
Following our last blog post announcing the new SpatialOS Runtime, today we are delighted to reveal the next step: the new load-balancing system.