Tackling scalability challenges in realtime multiplayer games with Akka and AWS

We hosted a tech event at our HQ last week and welcomed over 200 attendees to join us for an evening of talks and networking. It was an absolute blast to meet so many talented people all at once! We plan to host a series of similar events in the future so keep coming back here or follow us on Twitter (@SpaceApeGames) to listen for announcements.

We had three talks on the night, covering a range of interesting topics:

  • Scalability & Big Data Challenges In Real Time Multiplayer Games, by Yan Cui and Tony Yang, Space Ape Games
  • Advanced Machine Learning For Small Teams, by Atiyo Ghosh and Dennis Waldron, Space Ape Games
  • Serverless: The Next Evolution of Cloud Computing, by Dr. Steve Turner, Amazon Web Services

The recording of me and Tony’s talk on building realtime multiplayer games is now online (see end of the post), with the accompanying slides.

In this talk we discussed the market opportunity for realtime multiplayer games and the technical challenges one have to face, as well as the tradeoffs that we need to keep in mind when making those decisions.

  • do you deploy infrastructure globally or run them from one (AWS) region?
  • do you build your own networking stack vs using an off-the-shelf solution?
  • do you go with a server authoritative approach or implement a lock-step system?
  • how do you write a highly performant multiplayer server on the JVM?
  • how do you load test this system?
  • and many more.

Over the next few weeks we’ll publish the rest of the talks, so don’t forget to check back here once in a while 😉

One thought on “Tackling scalability challenges in realtime multiplayer games with Akka and AWS

  1. Pingback: Deep Reinforcement Learning for Small Teams | The Ape Grid

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