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zBase is a distributed key-value store that is the storage backbone for almost all Zynga games. It supports the memcached protocol on the front-end and is designed for persisting data to disk along with in-memory data replication for high availability. zBase was forked from membase in early Jan 2012 and, since then, the storage services team has added a host of useful features and made many perf
Cocos2d-iphone has proven to be a great platform for creating iOS games, with many titles hitting the top of the charts in the AppStore. The introduction of cocos2d-x made it possible to write C++ games that ran on many devices, including iOS, Android and as applications on stationary computers. The next big thing in the Cocos2d universe is the release of Cocos2d JS! Cocos2d JS makes it possible t
Creating a Game with CocosBuilder This tutorial aims to show how you can use CocosBuilder together with cocos2d-iphone to create character animations, game maps and interfaces. CocosBuilder has been used by Zynga to produce games such as Dream PetHouse and Zynga Slots. Currently, a number of games using CocosBuilder are in production at Zynga and as CocosBuilder is released as open source (MIT Lic
Introduction JavaScript Bindings for C / Objective-C (JSB) are the “glue” code (or wrapper code) that sit between native code (C or Objective-C) and JavaScript (JS) code. JSB allows calling native code from JS and vice-versa. That means that you can interact with your favorite native library from JS. As an example, you could create a cocos2d particle system in JS, while its logic and rendering wil
How do you manage configuration files across a wide array of games, played by millions of users and served out of multiple data centers? Over the years Zynga has found that the right solution to this problem varies for each unique service and product. I’d like to present one of these solutions today: Apache ZooKeeper. Apache ZooKeeper allows Zynga to update thousands of configuration files in unde
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