April, 2010

22
Apr 10

The main feature of the new iPhone and iPad SDK is the split between Photon and Neutron. Anything related to Neutron was removed and you get an improved, streamlined API.

This release was tested against the iPad simulator, so you can be sure it is compatible. Demos that explicitly use the iPad are still in production.

We wanted to get this out to you, even though the documentation is missing. Expect an update soon.

Download here.

22
Apr 10

A new Photon Server SDK is up. It’s called version 2 RC2 and aside from many smaller improvements and fixes it got a few noteworthy additions.

We added a Dashboard to Photon, so you can check vital stats right from a browser. The Dashboard is a service which runs separately and fetches messages sent by Photon and compiles those into graph images. The Photon Control has options to install, start and stop the service and opens the page. The Dashboard requires MS PGM (make sure to install MS “Message Queue” support with Broadcasting) to run. We will add guides and manuals to the Developer Network soon and extend the Dashboard over the next releases.

The MMO  Sample got an initial documentation. Check out the PDF in: src-server\MMOSample\doc\.

Included in the SDK: a new Trial license. You’ve got 30 days to check out the “Unlimited License” for Photon. Make sure to get the new license files for Photon v2 after that time.

Download here.

21
Apr 10

With the latest Photon 2.0 Release Candidate we decided to offer a FREE Edition of Photon.

Find all the details on the pricing page: http://www.exitgames.com/Photon/Pricing.

Short & sweet. Tell us what you think.

08
Apr 10

Somehow, a whole month passed since the last update. How did this happen?

After the GDC, our team did a lot of work on the server side. We finalized a Lobby application/sample and wrapped up the latest MMO Sample as well. All this made it into new Release Candidate SDKs for Photon today.

On the server side, the basic “Lite Application” is now extended by the the “Lite Lobby” application. The lobby is a new class of room that provides a list of running games and does not send join/leave events. The new LiteLobbyGame can optionally be attached to a lobby to provide it’s player count. This shows how to use Lite as basis and extend it with your own features.

The “MMO Application” is radically different from “Lite” and shows how you could use the messaging we use in Photon to build flexible and scalable interest management.

On the client side (v5.7.1 RC2), the DotNet SDK got the most samples. The Lite Lobby Demo monitors the lobby while each client can switch rooms on demand. The MMO Demo lets you simulate multiple clients in one app, which move around (r follow your mouse) and update their field of view.

Only the MMO Demo made it also into the Unity3d SDK. To see how we handle lobbies, please check the DotNet SDK.

There are lots of other changes behind the scenes and we got more performance out of the Photon Core as well. The server SDK RC1 is not supporting XP as server OS for that reason. Let us know if you need an XP version.

Get the SDKs here.