<?xml version="1.0" encoding="UTF-8"?><feed
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	<title type="text">Photon Engine Blog</title>
	<subtitle type="text">Photon Engine: Multiplayer Made Simple</subtitle>

	<updated>2026-10-21T08:47:35Z</updated>

	<link rel="alternate" type="text/html" href="https://blog.photonengine.com" />
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	<generator uri="https://wordpress.org/" version="7.1.3">WordPress</generator>
<icon>https://blog.photonengine.com/wp-content/uploads/favicon-150x150.png</icon>
	<entry>
		<author>
			<name>Dennis Heinrichs</name>
					</author>

		<title type="html"><![CDATA[Simple Brawler Part 2: Camera, Animation and Data Assets in Photon Quantum]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/simple-brawler-part-2-photon-quantum-tutorial/" />

		<id>https://blog.photonengine.com/?p=8904</id>
		<updated>2026-10-21T07:19:17Z</updated>
		<published>2026-10-21T07:17:36Z</published>
		<category scheme="https://blog.photonengine.com" term="Video" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon Quantum" /><category scheme="https://blog.photonengine.com" term="Tutorial" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Dennis Heinrichs</name>
					</author>

		<title type="html"><![CDATA[GodotFest 2026: Our Fireside Chat with Johannes Ebner on Godot]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/godotfest-2026-fireside-chat/" />

		<id>https://blog.photonengine.com/?p=8942</id>
		<updated>2026-10-19T07:38:23Z</updated>
		<published>2026-10-19T07:36:30Z</published>
		<category scheme="https://blog.photonengine.com" term="Video" /><category scheme="https://blog.photonengine.com" term="Godot" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon" /><category scheme="https://blog.photonengine.com" term="Photon Fusion" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Dennis Heinrichs</name>
					</author>

		<title type="html"><![CDATA[Build a Multiplayer Brawler With Photon Quantum 3.1: Part 1 Is Live]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/simple-brawler-part-1-photon-quantum-tutorial/" />

		<id>https://blog.photonengine.com/?p=8900</id>
		<updated>2026-10-21T08:47:35Z</updated>
		<published>2026-10-15T08:41:26Z</published>
		<category scheme="https://blog.photonengine.com" term="Video" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon Quantum" /><category scheme="https://blog.photonengine.com" term="Tutorial" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Matthias Lüdtke</name>
					</author>

		<title type="html"><![CDATA[Riptide Interactive&#8217;s Tidal Nexus Online Pushes Photon Fusion Into MMO Territory]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/riptide-interactive-tidal-nexus-online-photon-fusion-mmo/" />

		<id>https://blog.photonengine.com/?p=7437</id>
		<updated>2026-10-19T07:37:24Z</updated>
		<published>2026-10-13T08:08:09Z</published>
		<category scheme="https://blog.photonengine.com" term="Dev Story" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="MMO" /><category scheme="https://blog.photonengine.com" term="Photon Fusion" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Dennis Heinrichs</name>
					</author>

		<title type="html"><![CDATA[Other Ocean&#8217;s 4 Penny Coffins Keeps Its Ripper Secret Without a Dedicated Server]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/4-penny-coffins-hidden-role-multiplayer-photon-fusion/" />

		<id>https://dev-blog.photonengine.com/?p=8635</id>
		<updated>2026-10-13T08:08:00Z</updated>
		<published>2026-10-06T01:00:00Z</published>
		<category scheme="https://blog.photonengine.com" term="Dev Story" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon Fusion" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Dennis Heinrichs</name>
					</author>

		<title type="html"><![CDATA[Meta Connect 2026: Photon&#8217;s Take on the VR Glasses and What Developers Should Know]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/photon-meta-connect-2026-recap-vr-glasses-ray-ban/" />

		<id>https://blog.photonengine.com/?p=8826</id>
		<updated>2026-10-12T09:19:15Z</updated>
		<published>2026-10-01T13:57:55Z</published>
		<category scheme="https://blog.photonengine.com" term="Event" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Meta" /><category scheme="https://blog.photonengine.com" term="VR" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Matthias Lüdtke</name>
					</author>

		<title type="html"><![CDATA[How 900lbs Built Royal Caribbean&#8217;s Real-Time Safety Command Center with Photon]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/900lbs-royal-caribbean-safety-command-center-photon/" />

		<id>https://blog.photonengine.com/?p=7366</id>
		<updated>2026-10-12T09:19:26Z</updated>
		<published>2026-08-04T11:34:32Z</published>
		<category scheme="https://blog.photonengine.com" term="Showcase" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon" /><category scheme="https://blog.photonengine.com" term="Photon for Industries" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Matthias Lüdtke</name>
					</author>

		<title type="html"><![CDATA[Photon&#8217;s MMO Backend: 7 Years, 10 Iterations, and One Seamless World Across Machines]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/building-a-seamless-mmo-backend-across-machines/" />

		<id>https://blog.photonengine.com/?p=7372</id>
		<updated>2026-10-12T09:19:32Z</updated>
		<published>2026-07-14T12:23:21Z</published>
		<category scheme="https://blog.photonengine.com" term="News" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Insights" /><category scheme="https://blog.photonengine.com" term="Photon" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Matthias Lüdtke</name>
					</author>

		<title type="html"><![CDATA[Photon Fusion 2.1 Stable Adds Forecast Physics, Object Priority, and Reconnects]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/fusion-2-1-stable-release/" />

		<id>https://blog.photonengine.com/?p=7342</id>
		<updated>2026-10-12T09:19:38Z</updated>
		<published>2026-07-06T10:16:06Z</published>
		<category scheme="https://blog.photonengine.com" term="News" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon" /><category scheme="https://blog.photonengine.com" term="Photon Fusion" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
		<entry>
		<author>
			<name>Matthias Lüdtke</name>
					</author>

		<title type="html"><![CDATA[Bandit Trap: How Picomy&#8217;s Small Team Built Physics-Driven 3v1 with Photon Quantum]]></title>
		<link rel="alternate" type="text/html" href="https://blog.photonengine.com/bandit-trap-photon-quantum-physics-multiplayer/" />

		<id>https://blog.photonengine.com/?p=7318</id>
		<updated>2026-10-12T09:19:42Z</updated>
		<published>2026-06-29T06:13:20Z</published>
		<category scheme="https://blog.photonengine.com" term="Dev Story" /><category scheme="https://blog.photonengine.com" term="Highlight" /><category scheme="https://blog.photonengine.com" term="Photon Quantum" />
		<summary type="html"><![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.]]></summary>

		
			</entry>
	</feed>
