AWS Game Tech Blog

Building Battle-Tested Network Transport

Authored by Rajiv Puvvada, Senior Software Development Engineer, Amazon Lumberyard. Introduction Online multiplayer isn’t just a feature for many games; it’s core component of gameplay. It has to be performant; it has to be reliable; and it has to be stable. And, perhaps to no-one’s surprise, developing online multiplayer is hard — especially when poor […]

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The Atom Material Editor at work.

Splitting the Atom: Introducing Lumberyard’s New Photorealistic Renderer

Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team. For over 5 years, Amazon Lumberyard‘s graphics engine has served our customers in fine stead. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customers’ ability to innovate and take advantage […]

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Screenshot from ROBLOX

How the power of voice can supercharge gaming

Doppio is a voice game developer based in the sunny part of Europe that has created voice game hits such as The Vortex, The 3% Challenge, and the iconic PAC-MANTM WAKA WAKA. Jeferson Valadares is a game veteran bringing his experience from renowned studios such as BioWare, Playfish, Digital Chocolate, and BANDAI NAMCO. Christopher Barnes […]

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Lumberyard Math Libraries: Accuracy Improvements

Authored by David Greer, Senior Engineer on Amazon Lumberyard Several fundamental mathematical functions in our existing library were calculated using approximations with rather poor accuracy. This post describes how we were able to dramatically improve accuracy without compromising performance. Reciprocal Square Root The first function we turned our attention to was reciprocal square root. This […]

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Architecture diagram described throughout this blog post.

Improving the Player Experience by Leveraging AWS Global Accelerator and Amazon GameLift FleetIQ

Building a game to serve worldwide users over the internet can be challenging. In this two-part series, we’ll walk you through how game developers improve the player experience worldwide in order to deploy more efficiently, achieve lower latency, improve in-game performance, and deliver game content faster. In this first post, we focus on how to […]

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Building a Smarter Foundation: Math Improvements in Lumberyard

Authored by Karl Berg, Principal Engineer on Amazon Lumberyard Nothing pushes the computational power of modern computers quite like real-time 3D games. From the vector algebra used to transform 3D scenes to 2D screen space, to the visibility queries used for rendering and AI, to the deformation of surfaces around bones for characters, to the […]

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Amazon GameLift is now easier to manage fleets across regions

Today, we’re excited to release an update to Amazon GameLift that enables you as a game developer to speed up your time to market using simpler fleet management. GameLift, an AWS managed service for deploying, operating, and scaling dedicated servers for multiplayer games, enables you as a developer to create a 200+ player battle royale […]

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Amazon GameLift announces general availability of six new regions

Today, we’re excited to release an update to Amazon GameLift that increases global coverage for developers, while providing seamless, low-latency gameplay experiences for players worldwide. GameLift, an AWS managed service for deploying, operating, and scaling dedicated servers for multiplayer games, enables you as a developer to create a 200+ player battle royale game with Large […]

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The Future of the Lumberyard Build System

Authored by Esteban Papp, Senior Software Development Engineer on the Amazon Lumberyard team. There’s a Spanish proverb I think about a lot while developing for Amazon Lumberyard: “En casa de herrero, cuchillo de palo.” In English, it translates to: “In the blacksmith’s house, a wooden knife.” Why this particular proverb? It refers to the fact […]

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Visual representation of the architecture described in this blog post.

Introducing the Amazon GameLift FleetIQ adapter for Agones

Authored by Jeremy Cowan, Principal Specialist SA, Containers, Trevor Roberts, Senior Solutions Architect Launching a new game title carries a certain amount of risk, requires a fair amount of investment, and might require a lot of compute power. Though exciting as it may be, you don’t always know whether the game will be a runaway […]

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