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	<title>Photon Engine Blog</title>
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	<link>https://blog.photonengine.com</link>
	<description>Photon Engine: Multiplayer Made Simple</description>
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	<title>Photon Engine Blog</title>
	<link>https://blog.photonengine.com</link>
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	<item>
		<title>Simple Brawler Part 2: Camera, Animation and Data Assets in Photon Quantum</title>
		<link>https://blog.photonengine.com/simple-brawler-part-2-photon-quantum-tutorial/</link>
		
		<dc:creator><![CDATA[Dennis Heinrichs]]></dc:creator>
		<pubDate>Wed, 21 Oct 2026 07:17:36 +0000</pubDate>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<category><![CDATA[Tutorial]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=8904</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" fetchpriority="high" srcset="https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part2_THUMB_2x.jpg 1120w" sizes="(max-width: 300px) 100vw, 300px" />Part 2 of the Simple Brawler series adds a camera that follows the local player, animation driven by simulation velocity, and a PlayerConfig Data Asset, and explains why Quantum keeps simulation and view apart.]]></description>
		
		
		
			</item>
		<item>
		<title>GodotFest 2026: Our Fireside Chat with Johannes Ebner on Godot</title>
		<link>https://blog.photonengine.com/godotfest-2026-fireside-chat/</link>
		
		<dc:creator><![CDATA[Dennis Heinrichs]]></dc:creator>
		<pubDate>Mon, 19 Oct 2026 07:36:30 +0000</pubDate>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[Godot]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=8942</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" srcset="https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/godotfest_THUMB.jpg 1120w" sizes="(max-width: 300px) 100vw, 300px" />Our CEO/CTO Christof Wegmann sat down with GodotFest co-founder Johannes Ebner to talk about Godot's growth, why we built Fusion for Godot, and what to expect in Munich on November 3 &#038; 4.]]></description>
		
		
		
			</item>
		<item>
		<title>Build a Multiplayer Brawler With Photon Quantum 3.1: Part 1 Is Live</title>
		<link>https://blog.photonengine.com/simple-brawler-part-1-photon-quantum-tutorial/</link>
		
		<dc:creator><![CDATA[Dennis Heinrichs]]></dc:creator>
		<pubDate>Thu, 15 Oct 2026 08:41:26 +0000</pubDate>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<category><![CDATA[Tutorial]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=8900</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" srcset="https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/Simple-Brawler_Part1_THUMB_2x.jpg 1120w" sizes="(max-width: 300px) 100vw, 300px" />The new Simple Brawler video series starts from a blank Unity 6 project. In 12 minutes, Part 1 gets a character moving and jumping in an online Photon Quantum 3.1 session without writing any netcode.]]></description>
		
		
		
			</item>
		<item>
		<title>Riptide Interactive&#8217;s Tidal Nexus Online Pushes Photon Fusion Into MMO Territory</title>
		<link>https://blog.photonengine.com/riptide-interactive-tidal-nexus-online-photon-fusion-mmo/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 13 Oct 2026 08:08:09 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7437</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/TidalNexus_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/TidalNexus_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/TidalNexus_THUMB.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />Three-person studio Riptide Interactive built the persistent submarine MMO Tidal Nexus Online on Photon Fusion 2.1, using a custom Area of Interest system to hold 264 real players fighting in one combat zone.]]></description>
		
		
		
			</item>
		<item>
		<title>Other Ocean&#8217;s 4 Penny Coffins Keeps Its Ripper Secret Without a Dedicated Server</title>
		<link>https://blog.photonengine.com/4-penny-coffins-hidden-role-multiplayer-photon-fusion/</link>
		
		<dc:creator><![CDATA[Dennis Heinrichs]]></dc:creator>
		<pubDate>Tue, 06 Oct 2026 01:00:00 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://dev-blog.photonengine.com/?p=8635</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/4-Penny-Coffin_THUMB-1.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />Other Ocean built the hidden-role mystery 4 Penny Coffins on Photon Fusion's Shared topology, giving only the Ripper state authority over Ripper-specific data while the FSM add-on handled phases, roles, and rejoin support.]]></description>
		
		
		
			</item>
		<item>
		<title>Meta Connect 2026: Photon&#8217;s Take on the VR Glasses and What Developers Should Know</title>
		<link>https://blog.photonengine.com/photon-meta-connect-2026-recap-vr-glasses-ray-ban/</link>
		
		<dc:creator><![CDATA[Dennis Heinrichs]]></dc:creator>
		<pubDate>Thu, 01 Oct 2026 13:57:55 +0000</pubDate>
				<category><![CDATA[Event]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Meta]]></category>
		<category><![CDATA[VR]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=8826</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/meta_THUMB_2x-1.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />From Meta Connect 2026: Photon's take on the VR Glasses' comfort-versus-FOV trade-off, why hand tracking now needs to be the default, and how Photon's Video and Voice SDKs already stream from Ray-Ban smart glasses.]]></description>
		
		
		
			</item>
		<item>
		<title>How 900lbs Built Royal Caribbean&#8217;s Real-Time Safety Command Center with Photon</title>
		<link>https://blog.photonengine.com/900lbs-royal-caribbean-safety-command-center-photon/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 04 Aug 2026 11:34:32 +0000</pubDate>
				<category><![CDATA[Showcase]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon for Industries]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7366</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/Royal-Caribbean_THUMB.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />900lbs used Photon and Unity to build a real-time Safety Command Center for Royal Caribbean, deployed on 10 ships, syncing deck maps, annotations, overlays, and checklists across bridge and shipboard devices.]]></description>
		
		
		
			</item>
		<item>
		<title>Photon&#8217;s MMO Backend: 7 Years, 10 Iterations, and One Seamless World Across Machines</title>
		<link>https://blog.photonengine.com/building-a-seamless-mmo-backend-across-machines/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Tue, 14 Jul 2026 12:23:21 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Insights]]></category>
		<category><![CDATA[Photon]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7372</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/MMO-Projekt-Europa_THUMB.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />Photon CTO Christof Wegmann breaks down 7 years of building a distributed, server-authoritative MMO backend in Go, where players cross machine boundaries with no loading screens, no portals, and no visible seams.]]></description>
		
		
		
			</item>
		<item>
		<title>Photon Fusion 2.1 Stable Adds Forecast Physics, Object Priority, and Reconnects</title>
		<link>https://blog.photonengine.com/fusion-2-1-stable-release/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Mon, 06 Jul 2026 10:16:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon]]></category>
		<category><![CDATA[Photon Fusion]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7342</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-1024x658.jpg 1024w, https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-768x494.jpg 768w, https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-365x235.jpg 365w, https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB-730x470.jpg 730w, https://blog.photonengine.com/wp-content/uploads/FusionTwoOne_THUMB.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />Fusion 2.1 Stable is out for Unity, with Forecast Physics for lower-cost networked physics, Object Priority for bandwidth control, configurable Shared Mode tickrates, Input Delay, Large Data RPCs, and reconnect improvements.]]></description>
		
		
		
			</item>
		<item>
		<title>Bandit Trap: How Picomy&#8217;s Small Team Built Physics-Driven 3v1 with Photon Quantum</title>
		<link>https://blog.photonengine.com/bandit-trap-photon-quantum-physics-multiplayer/</link>
		
		<dc:creator><![CDATA[Matthias Lüdtke]]></dc:creator>
		<pubDate>Mon, 29 Jun 2026 06:13:20 +0000</pubDate>
				<category><![CDATA[Dev Story]]></category>
		<category><![CDATA[Highlight]]></category>
		<category><![CDATA[Photon Quantum]]></category>
		<guid isPermaLink="false">https://blog.photonengine.com/?p=7318</guid>

					<description><![CDATA[<img width="300" height="193" src="https://blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB-300x193.jpg" class="webfeedsFeaturedVisual wp-post-image" alt="" style="display: block; margin-bottom: 5px; clear:both;max-width: 100%;" link_thumbnail="" decoding="async" loading="lazy" srcset="https://blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB-300x193.jpg 300w, https://blog.photonengine.com/wp-content/uploads/Bandit-Trap_THUMB.jpg 1120w" sizes="auto, (max-width: 300px) 100vw, 300px" />See how Picomy, a small indie team, used Photon Quantum to build Bandit Trap's asymmetric 3v1 multiplayer, including destructible rooms, deterministic replays, and cross-platform consistency without desync.]]></description>
		
		
		
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