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Channel: Photon – Blog | Photonengine: Multiplayer Made Simple
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SDK Release: Windows SDK v4.1.8.3

  Changes in Windows SDK v4.1.8.3 Notable changes since 4.1.8.1: Starting with version 4.1.8.3 the SDK supports the use of Visual Studio 2017. Download from...

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Buggy Blasters – Multiplayer HoloLens Considerations

    This guest post was written by Bernard Francois, Kasper Geeroms, Matthew Cormack, and Jannes Plyson, respectively founder, project manager, and programmers of PreviewLabs, a company specialized in...

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Photon Quantum – Join the Multiplayer Revolution

Introducing Photon Quantum Quantum revolutionizes the way fast-paced multiplayer games are build. A revolution is always started by a few leaders and we spent over 2.5 years to develop Quantum before...

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Streamlined Photon Product Portfolio: TRUESYNC fuses into QUANTUM, THUNDER...

In the last two years we introduced new products to our portfolio to better tackle the different challenges in multiplayer development. But with the growing portfolio it became more difficult for our...

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Pantropy – Massive Performance Boost by Using NetworkArrays / Photon Bolt

This guest post was written by Julian Kaulitzki, lead developer for Pantropy at indie game studio Brain Stone. Pantropy is a faction-based, SciFi-themed mech-game  for PC and is, at the time of...

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SDK Release: Switch PUN Addon v1.86

You must be logged in and a verified Nintendo Switch developer to download this PUN addon.

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Bannermen, a Classic RTS Game Using Lockstep with Photon and Unreal Engine

This guest post was written by Christoffer Andersson, co-founder and software architect at Pathos Interactive. Pathos Interactive is a game studio headquartered in Mölndal, Sweden. The studio was...

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SDK Release: PUN v.1.87

Changes in PUN v1.87 Notable changes since 1.86: Fixes to demos and websocket implementation Performance update to RPC calls New selectable region Russia Download from...

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Photon Bolt: Fair Pricing or “Shameless money-grab”?

“On coming out of Beta, Photon have now decided that not only relayed clients but also fully peer-peer connected players will use up CCU allowances, which the developer has to pay for. So one...

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Tome of Heroes – Making a Game by Yourself

This guest post was written by Stefan Pulciu, founder, developer and designer of Tome of Heroes. Tome of Heroes is a real time player versus player game designed for mobile devices. It’s set in...

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