One Identity to Unite Them: The Case for OAuth
Photo by SOMPETCH on Adobe StockIn multiplayer games, logins are a necessary part of the product. Not only is it often a player’s first point of interaction with the game, but also an ideal point for creating and/or verifying the player’s identity. As a game developer, if you’re supporting multiple games, wouldn’t it be
What are Server-authoritative Realtime Games?
Have you ever wondered how games like VALORANT, Diablo 3, or Dota 2 seem to keep everyone’s characters and actions in-sync, even if the players have differing pings? Behind this well-maintained façade is actually a lot of highly-technical trickery to make things work.The abovementioned games are from different genres, but share a common trait
Don’t DDoS your own servers
Photo by Possessed Photography on UnsplashOn the first day after the launch of Disney Melee Mania (which you should check out if you haven’t), one of our services went down at 6pm SGT. It recovered shortly after. On the second day, the same thing happened. Once is happenstance, twice is coincidence, right? Not quite.Given how
Dealing with Rapid Changes as a Game Engineer
Dealing With Rapid Changes as a Game EngineerImagine this: You and your colleagues have looked at the design for a new feature for your game, and you, the engineer, have given a time estimate of a few days since the feature looks simple. Of course, nothing is ever that simple, and as modifications to