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Cocos Runtime, the technical foundation for mini-game platforms

Cocos

Mini-Game Runtime In China, many popular mini-game platforms, such as WeChat, Douyin (TikTok), QQ, and Kwai, have opted for Mini-Game Runtime technology architecture rather than the traditional H5/Webview as their runtime environment. Capable of spanning mainstream platforms. What are the pain points of H5/Webview?

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Load testing the Pragma backend game engine to 1 million concurrent users on AWS

AWS Games

In this blog, we will dive into the significance of load testing a game backend, and how AWS for Games partner, Pragma , successfully load tested one million concurrent users (CCU) on their managed game backend platform that runs on AWS. Creating smooth gameplay is just one part of the game creation equation.

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New Solution Guidance for building scalable cross-platform game backends on AWS

AWS Games

Games are increasingly cross-platform and online, and game developers need to develop secure and scalable backend features to support these online elements of their games. Customers share with us that setting up a game backend service requires a fair amount of undifferentiated heavy lifting.

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Analysis • Unity’s decision to raise its prices should not come as a surprise

PreMortem.Games

Even as creatives in other entertainment industries continue to fight to make fair wages, a new front has opened in gaming as developers figure out what to do about Unity’s new fee structure. Based on the number of users installing a game, the platform will trigger a fee depending on specific revenue and installation thresholds.

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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. Let’s find out. And that’s where Unity wins.

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The Game Developer’s Guide to re:Invent 2023

AWS Games

10:30 AM–11:30 AM: GAM305: Breakout Session: Scaling Warhammer 40,000: Darktide from 0 to 100,000 players in 1 hour Learn from Fatshark how a combination of a serverless backend architecture, Amazon GameLift , and AWS Global Accelerator can scale a game for millions of players. Learn about event-driven workflows using Amazon EventBridge.

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Implementing USD for Game Development Pipelines: An Interview with Polyphony Digital

Nvidia

Unlike previous formats, USD compositions can be used to edit data in a non-destructive manner. Even data containing unique specifications for games can be transferred back and forth between various tools without losing data. It’s necessary to develop your own software according to the game’s specifications.