Over the last few years, the RunSocial mobile app has been under development featuring SmartFoxServer 2X and other innovative technologies. Recently, the app was approved by the American National Aeronautics and Space Administration (NASA) and the European Space Agency (ESA) for use on the International Space Station (ISS).
On April 24th 2016, Tim Peake of the European Space Agency completed the London Marathon, running the 42.2 km on a treadmill connected to RunSocial while circling the Earth about two and half times at an altitude of 400 km high, being visible to all other virtual concurrent runners.
SmartFoxServer proved to be a mature and robust solution for this task, thanks to its high performance and scalable messaging system in multi-user, realtime scenarios, a sensible structure for organizing application logic and a wide range of options to store, organize, and distribute users and data.
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In this article we’re going to analyze a few strategies to serialize game state data between client and server, and discuss the pros and cons of each approach. Continue reading
In this article we’re going to address yet another oft-asked question regarding how SmartFoxServer uses memory and how to read the graph in the AdminTool’s Dashboard. Continue reading
We have a new white paper available for download in our documentation website, called “SmartFoxServer 2X and Hazelcast integration“.
This is an advanced paper discussing how to integrate an in-memory data grid with multiple SmartFoxServer instances to create a fault tolerant system. The paper takes our classic Tris game example and explores ways of scaling it horizontally with multiple servers and a centralized data store.
Additionally we discuss ways to tackle the load balancing and how to restart interrupted games.
We highly recommend that you’re already familiar with how the Tris game example works and also with out previous paper, SmartFoxServer 2X Server Architecture.
Vincent Blanchet of Chapatiz ported the AS3 client API of SmartFoxServer 2X to Haxe, making it publicly available on GitHub for community contribution. So we took the opportunity to open the “Unofficial client API” section on the API download page.
Take a look at the bottom of this page: http://www.smartfoxserver.com/download/sfs2x#p=client
We have just released a new update of the Objective-C API for iOS/tvOS/Mac OS X, release 1.6.2.
The update contains a fix for a bug recently discovered.
You can read the release notes and download the frameworks from here.
Often times server-side code requires a number of configuration parameters that can be easily tweaked without recompiling and re-deploying the Extension. In this article we will show a useful and little known feature of SFS2X’s Extensions. Continue reading
Recently we have announced a new partnership with cloud provider Jelastic to offer efficient and scalable cloud hosting for SmartFoxServer at very affordable prices.
In this article we’re going to explore the advantages of combining the two services, especially the ease of fine tuning the expenditure, which can be paramount for startups and independent game developers.
In this new article we are going to a take a closer look at a simple concept, that of MatchExpressions within the SmartFoxServer SDK, and discuss why they are useful and how they can simplify our life when developing multiplayer games. Continue reading
In this recipe we will take a look at how we can tweak the logging configuration in SmartFoxServer 2X in order to do advanced logging from Extension code. Continue reading