In this, the second in a series of posts on the topic, we’ll explain the two workflows available in the SpatialOS Game Development Kit (GDK) for Unity, and what they can do for your game.
How to quickly build a 200-person FPS with Unity and SpatialOS
Want to get a taste of SpatialOS? Try our step-by-step tutorial taking you through the build process for our simple 200-person FPS Starter Project.
Ask the Unity expert: what is the ECS?
Unity expert Ollie Balaam explains Unity’s new Entity Component System. In this, the first in a series of posts, we’ll explain what ECS is and how SpatialOS works with it.
The SpatialOS Unreal GDK pre-alpha: go beyond Unreal
Our new Unreal Game Development kit allows developers to combine multiple Unreal dedicated server instances in one world whilst using Unreal Engine’s networking API. It’s now in Pre-Alpha so come take a look!
Introducing Thanos: Prometheus at scale
Announcing Thanos: a coordination-free, globally scalable metric system that extends Prometheus for fast, cost-efficient and long-term metric storage with a global view.
Breaking into our own Vault of Secrets
How do you unlock protected secrets inside a Hashicorp vault? Keeley Erhardt reveals all.
Introducing kEdge: a fresh approach to cross-cluster communication.
kEdge is an Improbable-designed proxy for gRPC and HTTP (1.1/2) microservices, designed to make cross-cluster communication simple to setup and secure.
Open source at Improbable- FlagZ and Polyglot
Announcing the open source release of two projects developed in house and used extensively on a daily basis.
gRPC-Web: Moving past REST+JSON towards type-safe Web APIs
Read about how Improbable open sources gRPC-Web, a TypeScript/JS library for browsers to call gRPC backends.
Distributed physics without server boundaries
One of the main challenges of distributing a physics simulation across many independent physics workers is how to make them collaborate.
Memory leak or just calculus?
Our engineers resorted to calculus to prove an apparent memory leak wasn't.
The future of the game engine
Why the game engines of the future will be collections of microservices.
Next Generation Wildlife Protection at the ZSL Zoohackathon
Every fifteen minutes, an elephant is killed in Africa – most of them to meet a world-wide demand for ivory. […]
Defending telecom networks against the next Pokemon surprise
Most of the world has been surprised by the success of Pokémon Go, however, mobile network operators have been affected […]
Unity and SpatialOS and Spiders
Abyssals is a fight against darkness created at Improbable Labs. WARNING: CONTAINS SPIDERS
The future of the game engine
Get started on your own SpatialOS game with our free SDK for game development in Unity or Unreal Engine. Gabriel […]
What we found when we simulated the backbone of the entire Internet on SpatialOS
This article was first published on March 24th 2016. Our SpatialOS platform is now in an open beta for games […]
Is the OASIS just Science Fiction?
The OASIS from the novel Ready Player One is a sprawling virtual utopia that lets you be anything you want […]
Automatic Race Condition Detector
One of our engineers tackles the hard problem of identifying and fixing race conditions in a massively distributed system that uses actor-based concurrency. After his attempts to invoke the Norse Gods fail, he turns to formal verification methods applied to protocol design.
Operational control of autonomous vehicle fleets powered by SpatialOS
Autonomous vehicles are set to become part of everyday life. From driverless passenger cars to parcel delivery drones to swarms […]