December, 2009
Dec 09
Dec 09
Shopping at Exit Games has never been this easy. No matter if you need a licence for Neutron or for Photon, just visit our shop, select the most suitable licence for you, register, download and off you go.
You can also opt for a free 30-day trial version to see how it works.
Dec 09
We zipped and uploaded the “MMO Sample” and with this, the Island Demo of Unity3D just became a little more interactive.
This sample was shown at the Unite 2009 and is now available including the source for client- and server-side. The package includes the Photon server with setup and built applications to run out of the box, but it’s primarily targeted at developers interested in Photon.
The 23MB download “ExitGames-Photon-MMO-Sample_v1-6-2.zip” is available here.
We are looking forward to your feedback and questions.
Dec 09
Two bugs made it into the last release of the Photon v5.6.0 SDKs for DotNet, Unity3d and Silverlight. These clients did not send empty arrays correctly and they did not deserialize double values as intended. Both are fixed in the v5.6.1 now available.
Dec 09
It took longer than expected. So much is true. But looking back (and at the release history file) I realize there is a lot of new stuff in v1.6.1. Some big changes and lots of minor updates and fixes.
The major change for the new SDKs is the switch to a new protocol: We support float and double and anything can be sent as array now (aside from hashtable or array itself)! Send float-arrays if you like an need the precision.
We also have UDP channel prioritization. The lower channels are put into packages first and this makes sure they get through earlier. Less time-critical data can be sent in “higher” channels and won’t defer movement updates.
If the server disconnects a client, it will give a reason: timeout, “by logic” or “by server concurrent user limit”. You could show the user that the server is busy now.
Two especially tricky issues were found and fixed. One was a reference counting issue which produced exceptions and the other was a memleak in certain situations. But we also worked on the Photon Control and made it better compatible with Win7. It requires admin rights now but otherwise we would need admin rights per action.
On the client side we have updates for: Win32, iPhone, Unity3D, DotNet and Silverlight and they contain many smaller improvements each. Especially the native SDKs (C, C++, objC) are evolved.
While the server side is compatible with the older SDKs (e.g. Flash and Java), of course they can’t be used with the new data-types until updated. So far, the prio for this is low, however. Let us know if you are interested in them.

