android

20
Apr 12

The new C, C++ and objC client SDKs version 3.0.3.0 are out now!

Get the new SDKs for Photon Server here and for Photon Cloud here.

Important changes are:

  • an improved debug output interface for C++ and objC: You now can just call .toString() on any object and you will get a nicely formatted string of its payload returned
  • a lot of fixes and improvements in the support of more complex arrays
  • some new features have been added to the LoadBalancing API
  • the bug, that triggered timeouts, when non should have been triggered, that some of you experienced with the LoadBalancing lib, has been fixed
  • tcp support has been completely reimplemented from ground up; if you use tcp, please update to this version ASAP, as the old implementation has some serious bugs (however, you should use (reliable) udp with Photon, whenever you can, anyway)
  • The AndroidNDK client now supports unicode, armv6/armv5te devices and Android 2.2 (armv7 and Android 2.3 and newer have already been supported from the first release on), ships with its own version of the realtime demo and has now officially reached beta state (yes, directly from prealpha to beta, we have skipped the alpha release, so you have not missed anything)

Get the new SDKs for Photon Server here and for Photon Cloud here

15
Mar 12

The first Photon client SDKs (version 3.0.1.0.PreAlpha) for Android NDK are out now.

Known issues:

  • Only support for Android 2.3.0 and newer OS,
    support for 2.2.x is in the making;
  • unicode support only for ascii characters, encoded as unicode, not for other unicode characters,
    yet, full unicode support is in progress;
  •  realtime demo port to NDK is in the making.

Download the new SDKs for Photon Server here and for Photon Cloud here.

28
Oct 11

With some delay but nothing less than full compatibility to Photon 3, the SDKs for iOS, Windows and Android are out now!

Compatibility to Photon 3 includes updates of the binary protocol and new supported data types. These now include non-strict arrays of objects, which helps a bunch when you need to send parameters of something with varying object types. You can now integrate your own custom types into the protocol in Java, C and C++. In objC they are provided as a preview only for now, final version comes with the next update.

All three client-platforms now also support tcp – although due to Photons ability of sending reliable udp, the only reason to avoid udp with these clients is, that you host your server somewhere, where udp can’t be used.

Encryption became a lot easier and now everything about that is handled internally. Furthermore there have been some API changes, some  directly related to Photon 3, others just general improvements and of course several bug fixes.

I am sure, you will recognize the new versioning, like it already has been introduced with the most recent .NET client releases: The first 2 numbers of a client sdk version now match the ones of the according server SDK, which makes it a lot easier to recognize fitting SDKs.

Please refer to the release-history files for a detailed list of all changes.

Get the new Photon 3 Client SDKs here.

31
Aug 11

This Photon 2 release primarily fixes problems on some devices. Some of our customers got stuck on Android platforms, where newer OS versions caused the communication to stop soon after connect. It turned out to be a threading issue, which didn’t show up in our tests. This is now fixed and confirmed by our customer (thanks, again).

Other changes: The peerId assigned by Photon is only accepted once per connect, making this progress a bit faster.

Please note: The included Eclipse solution for the demo currently has a broken path to the external library jar. Eclipse won’t accept relative paths to anything outside a project. We will change the paths for the upcoming Photon 3 release (still several weeks ahead). Also: The server’s url is now 127.0.0.1 and must be changed, as Android won’t host Photon.

Get the new release on our download pages.

30
Jun 11

Finally Photon is available for Marmalade!

Marmalade is a software that lets developers build and distribute cross-platform applications quickly, easily and without compromise. Their true cross-platform technology provides the best performance and the best portability – and all within the industry’s most open and flexible development environment.

The Photon SDK for Marmalade enables you to develop realtime multiplayer games, running on any Marmalade supported OS (iOS, Android, Symbian, Bada, WebOS) and on all devices, which have one of these OS installed. Of course, Photon enables full cross-platform communication between those devices.

While we don’t offer native client SDKs for Symbian, Bada and WebOS currently,  Marmalade is the way to get your Photon-powered game running on these platforms.

Get Marmalade: madewithmarmalade.com
Get Photon: http://www.exitgames.com/Download/Photon