Improbable news and blog

SpatialOS for Unreal 2020.1

17 March 2020

We are delighted to announce SpatialOS for Unreal 2020.1

The SpatialOS Unreal GDK pre-alpha: go beyond Unreal

31 July 2018

Improbable releases a pre-alpha version of SpatialOS GDK for Unreal

Introducing Thanos: Prometheus at scale

18 May 2018

Improbable's Fabian Reinartz and Bartek Plotka discuss using the Prometheus monitoring system to manage a highly dynamic cloud infrastructure at a global scale.

Breaking into our own Vault of Secrets

20 April 2018

Keeley Erhardt previously worked as a Graduate Research Assistant at MIT, and is now a Software Engineer on SpatialOS, here she discusses breaking into Improbable's Vault

Introducing kEdge: a fresh approach to cross-cluster communication.

25 January 2018

Bartek Plotka, Software Engineer at Improbable, discusses a fresh approach to cross-cluster communication with kEdge.

gRPC-Web: Moving past REST+JSON towards type-safe Web APIs

26 April 2017

Michal Witkowski and Marcus Longmuir explore moving past REST+JSON towards type-safe Web APIs

Distributed physics without server boundaries

25 April 2017

Gabriel Gambetta is Tech Lead/Manager of the SpatialOS Community team at Improbable, and in this blog discusses distributed physics without server boundaries.

Memory leak or just calculus?

24 April 2017

Making distributed systems is hard. At Improbable, we like it when our system works, and it makes us sad when it breaks.

The future of the game engine

24 April 2017

Gabriel Gambetta, Tech Lead/Manager of the SpatialOS Community team at Improbable, talks about the future of the game engine.

Next Generation Wildlife Protection at the ZSL Zoohackathon

2 November 2016

Improbable works with the Zoological Society of London to look at new ways of addressing poaching and the trade in endangered species using SpatialOS.

Create a custom flocking worker

28 October 2016

We show you how to build a custom SpatialOS worker that provides flocking behaviour for your game.