Photon is Fast
The socket-server is built on native C/C++ and utilizes the UDP protocol for ultimate speed and performance while custom server code is written in .NET/C#.
"… incredibly user-friendly, cost-effective, and it can be easily expanded …"Shaun Lelacheur-Sales, Founder & CTO Cmune
"… Photon is the ideal multiplayer real-time network solution …"Jamie Ottilie, President Abandon Interactive Ent.
We just released new Photon Client SDKs for DotNet, Unity 3d and Silverlight. The new version is compatible with Unity iPhone 1.7, Unity 2 and Unity 3 (beta) and includes several internal improvements and some additional features. Most importantly: any callback and state-change of the library is now done in the game-thread, within Service() (or… Read full story »
We just released a new developer tutorial on our download page which extends Photon to buffer objects inside a room and update clients with their type, position and rotation. This one is especially interesting for everyone using Unity3d as it’s client side is Unity-only. Of course you can learn a bit from it for any… Read full story »
After the Photon 2 release, we got great feedback, tweaked our code a bit and added more documentation. Today, we want to give you all an update of Photon socket-server, the MMO Demo package and also a fix for Flash clients. The MMO Demo v2.0.5 implements proposals that emerged in forum discussions with our growing… Read full story »
The socket-server is built on native C/C++ and utilizes the UDP protocol for ultimate speed and performance while custom server code is written in .NET/C#.
The network engine's tight supplemental layer provides reliability on top of the UDP protocol and is available separately per operation. All servers and SDKs are developed by our inhouse engineers.
The socket-server handles tens of thousands simultaneous connections due to a high-performance technical design.
To learn more about Photon socket-server and for a full feature overview of our network engine please see Details.
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