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Come with me if you want to live

New article coming soon ...

Some history around Titanfall and Apex Legends multiplayer

In a past life, I worked on Titanfall and Titanfall 2

The best thing that's ever happened for multiplayer games?

Starting today, Amazon GameLift Servers provide network bandwidth in and out of AWS at no additional charge.

So I'm making a 1000 player multiplayer space game

If you enjoy space games, you're probably familiar with promises of 1000s of players, but what if a game could really pull it off?

REMATCH Accelerated by Network Next

Since the start of Season 1, Network Next has been accelerating play in REMATCH around the world.

Back in a few months, I'm networking an octopus

An octopus in virtual reality to be precise

Sending millions of packets per-second with AF_XDP

I feel the need, the need for speed.

Planning server locations for your multiplayer game

The best places to put your game servers.

What is lag?

Baby don't hurt me, no more.

Creating a matchmaker for your multiplayer game

Don't test in production. Test in simulation!

The case for network acceleration in multiplayer games

Fixing bad network performance greatly improves the player experience.

Choosing the right network model for your multiplayer game

It's the most important decision you'll make.

Creating a first person shooter with one million players

Is it even possible? Turns out it's a lot closer than you may think.

Writing highly scalable backends in UDP. My solution.

Last week I shared an interview question I've used successfully at Network Next. In this article I share my solution.

Writing highly scalable backends in UDP

In this article I share an interview question I've used for years at Network Next. How to implement a highly scalable backend in UDP. Can you solve it?