Call of Guns

Call of Guns

About the project

  • Craft Games came with a request to solve the performance issues of its software product Call of Guns - a mobile first-person shooter. 
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  • The use of boxed solutions created delays of 100-200 ms and made gameplay impossible in a dynamic shooter, where reaction and response time are very important.

Task

The submitted project used a packet network communication solution - Photon, which did not provide fast data transfer sufficient for shooter gameplay, and also had no protection against fraud on mobile clients.

 

The Unity3D graphics engine with the integrated PhysX physics engine did not provide data validation on the server side for a large online, which made scaling the project impossible.

Results

To comprehensively eliminate the problems, it was decided to implement our own high-performance network part instead of Photon on the rUDP protocol. To ensure the integrity and synchronization of the transmitted data, validations of incoming data were added on the server side.

 

To be able to correctly validate the data, the pre-installed PhysX physics engine was replaced with a more productive Bullet Physics, which could be used on the server side as well.

Summary

After the technical rework, the ping in the game dropped to 6-7 ms and the gameplay became more dynamic and predictable. As a result, the game has excellent reviews (4.3) and more than 1 million downloads in GooglePlay.

 

Deploying our own server capacities instead of the Photon package solution allowed us to scale the game without significant financial costs.

Services