socket-server

06
Feb 12

There are 3 new SDKs for: DotNet, Unity and Windows Phone 7.1+.

Each now includes a “LoadBalancing API” project which contains the client-side piece for Photon’s Loadbalancing solution. The new API is supplied with source and a simple demo project. This is the initial release of that API, so feedback is especially welcome.

Best of all, the new API allows you to use the Photon Cloud service! Register for it, get your appId from your account page and you’re ready for development. No server installation needed!

Get the new SDKs here.

06
Feb 12

The new RC8 is most likely the last of the release candidates and much less revolution than evolution. While RC7 is already powering our Photon Cloud hosting without issues, we found room for a few improvements and want you to get them.

Websocket connections are finally a first class citizen of Photon and any application can now handle those clients like all others. The fitting JS/HTML5 SDK will be made is available soon for download.

In terms of “game logic”, the focus was on loadtesting and on loadbalancing. As example: Communication between a Game Server and a Master got improved and so a lobby’s game listing is more stable and rooms won’t be blocked while players join them. The game server can now filter and limit the list of properties it passes to the master by a optional room property.

The counters got the other important updates. These will be explained in a bit. Stay tuned!

Get the SDK from our download page.

12
Jan 12

This update contains very few changes to the libraries and instead focuses on the contained demos.

We refactored the C++ and objC  demos to use the same code on every platform (except UI), so that we can keep the demos on many platforms up to date at a high quality level more easily. This triggers the following immediate changes:

iOS: 2 new C++ demos – the hello world one, known from the marmalade sdk, which is optimized to be an as easy as possible entry point into using Photon and a C++ version of the graphical realtime-demo, based on cocos2d-x (still also shipping the directly openGL ES based objc version in addition)
Marmalade: 1 new C++ demo – finally the Marmalade SDK also comes with a version of the graphical realtime demo
Win32: 1 new C++ demo: the hello-world one; and the C++ realtime demo now ships with a new graphics engine and a new look

 

Last but not least the most shining news of this release of course is, that finally we officially support OS X as client platform :)

Get the new native Photon 3 Client SDKs here.

22
Dec 11

Thanks for all your support, have a safe and happy holiday!

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.