Project Quantum — We’re Going Native.
We have our nose to the grindstone as we continue to make big leaps in our underlying technology. Our launch date is fast approaching and we want to ensure Rainway is as fast and stable as possible before that day comes.
This is the second in a series of blog posts in which we outline our experience with developing the first HTML5 game-streaming service for the web.
We’re on track to reach 1.0 later this year, ushering in the brand new Rainway. Until then though, we are more than happy to share our continued improvements to the underlying Rainway technology.
This is the first in a series of blog posts in which we outline our experience with developing the first HTML5 game-streaming service for the web.
In early 2017, we decided to pivot and focus all of our efforts on building Rainway. We knew from the start it would be hard; we threw ourselves at our problems, evolved our technology, and after months of iteration we launched January 20th, 2018 to great fanfare, and many overloaded servers. It’s hard to believe that nearly a year has come and gone since our launch. Still fresh in my mind is that morning, servers bursting into flames and frantic Slack messages being sent.
I think it goes without saying we have a deep love for the web. All the way back in 2015 when Evan and I started Ulterius we set out to bring the PC into the browser. Not long into that journey we started testing the idea of playing a video games too (I’ll never forget the day we couldn’t understand why classic doom didn’t like our input.)
Since our launch in January, we’ve been looking for ways to drastically improve the way people play their favorite games via the browser. One limitation we’ve faced is lackluster control over how we currently user input.
Fortnite is the most popular game right now; it’s a genuine cultural phenomenon that is sweeping the world. Sadly, where there is a popular channel there will always be malicious actors. Today we want to diverge from our usual tech and vision blogs and share with you a journey of something surreal.
We’ve talked a lot about our fast game streaming technology; however, today we wanted to talk about something even more critical. Security.
Around 2005 a pivotal switch flipped in digital entertainment, the introduction of online streaming. Companies like Spotify and Netflix would emerge to reshape forever how we listened to music and watched our favorite shows and movies. However, all the way back in 2000 a company called G-cluster demoed something amazing at E3 — the ability to stream and play games.
At Rainway we are managing thousands of users connections, and this does not come without some headache. No two networks are the same, and as we like to say, the internet is held together by duct tape and glue.
It has been awhile since the last Rainway patch was released and what better time to do so than the week of E3? Let’s go on a journey of what our team has been working hard on the last few weeks.
At the beginning of this year, our team relocated out to Washington to join the Techstars Seattle class of 2018. For a long time, we told ourselves this was only temporary, that soon we’d reunite with the many Peachtree streets of Atlanta and relive those sweltering days of summer.
We at Rainway take user security very seriously, which is why it is very important for us to make it as easy and clear as possible for people to alert us to potential security concerns. The proper procedure should you find such a bug is as follows:
Project Cars 2Racing games are pure fun. They enable you to drive (and crash) some of the worlds most exotic cars with your only worries being coming in 1st and beating your best lap time.
Since our launch just 3 months ago we’ve made a lot of progress in the development of our core technology. Bringing real-time game streaming to the web was no easy task — but we built the worlds fastest streaming protocol to do just that.
We do the things we do not because they are easy, but because they are hard.Towards the end of 2015 my co-founder Evan Banyash and I started working on a piece of free, open-source software called Ulterius. The goal in our mind was simple, create an all-in-one solution that enabled us to manage any computer from a web browser.
When we started creating Rainway we set out to build a service that was user-friendly and did away with manual configuration. Part of this process takes place in our advance game analysis engine, Mist(we have a running joke that all internal projects are named after water-related things). Mist is a powerful engine capable of scanning a users computer in just a few milliseconds going through millions of different game titles. This isn’t just limited to PC games, but also ROMs dating all the way to the 70s, making Mist as versatile as the PC platform itself.
Today we’re open sourcing Spitfire, our WebRTC library that enables real-time communication with web browser.
Today we open sourced our process management library, Warden. It aims to simplify tracking processes and their children across Windows. For this development blog we wanted to dive into why we needed to create this library.