Welcome to our series of tutorials on GameSparks Real-Time services SDK:
These tutorials give you an introduction to our Real-Time SDK, how it works, and provide an example on how our Real-Time might be implemented in a multiplayer game.
Our real-time services provide a network communication layer which has the ability to send and receive data in real-time:
Designed for Multiplayer Contexts. Our real-time services are intended for use in multiplayer networked games where player and game-data should be sent and received as quickly as possible.
Host Server Support for Player vs. Player (PvP) Model. We use a PvP model for our network programming. However, we use a host server to relay communications between players. This brings significant benefits:
Lightweight and Flexible SDK. Our real-time SDK is very lightweight, giving the developer tight control over what is sent and received:
Setting Up Real-Time Matchmaking - Integrating the real-time SDK into an existing GameSparks project in Unity3D and setting up a new real-time match through your game’s portal.
Real-Time Matchmaking & Player Lobby - Using the GameSparks matchmaking services to match players of a certain skill level.
Real-Time Chat Services - Once a real-time session has started from the match set up in the lobby, how to start sending and receiving packets to build a real-time chat service.
Multiplayer Game Example - To demonstrate the real-time services, this tutorial shows you how to create a very simple multiplayer game. This example will have networked objects moving around, firing projectiles, and sending and receiving information between each player to update each other’s game-objects.
Clock Synchronization and Network Programming - This tutorial explores further key concepts in multiplayer network programming, such as clock-synchronization and packet analytics.
Calling Log Event Requests in RT Scripts - This tutorial explains how to call Log Event Requests in your Real-Time scripts.
Unreal Real-Time Guide - This tutorial is written for game developers working in Unreal and explains how to get the most out of GameSparks Real-Time services.
Corona Real-Time Guide - This tutorial is written for game developers working in Corona and explains how to get your Corona project set up for GameSparks Real-Time services.