By Mary Sharp on Friday, February 14th, 2014 11:28 AM PDT

Managing a large infrastructure can be challenging — to say the least — and monitoring that infrastructure can be even tougher. At Zynga we have approached this problem by providing our teams with a central micro-system which allows them leverage Nagios and to use standards without having to even know them. Saigon allows core teams […]

By Paul Bakaus on Saturday, January 18th, 2014 4:57 AM PDT

Over the last few months, my team and I at Zynga have been working hard on a more granular, JS-based alternative to Jasy. Without further ado, meet the Instant Play plugin collection for Grunt: Grunt Dependency Resolver (npm, github) Grunt Cruncher (npm, github) Grunt Vendor Mutator (npm, github) In today’s post, I will talk a […]

By Manik Taneja on Monday, August 26th, 2013 3:53 PM PDT

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 […]

By Binu Philip on Friday, August 9th, 2013 3:02 PM PDT
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50 million profiles and 100s of ways to view them. 150GB of data processed and 100 million rows inserted. Charts, reports, optimal counts, headroom computations, monitoring dashboards – that is 24 hours in the life of zPerfmon. And it all runs on one machine.             zPerfmon was conceived and built […]

By James Gregory on Thursday, May 16th, 2013 1:40 PM PDT
ParticleTest (2)

If I could snap my fingers and wake up the following morning with any one problem at work just solved, you know what it would be? No, not the stock price. Without a doubt — it would be the problem of deploying our games concurrently to mobile and web. At Zynga we’ve tried just about […]

By Benjamin Cooley on Tuesday, April 23rd, 2013 9:31 AM PDT
The Starling 2D renderer library running in Mono on an iPhone 5 (screenshots)

We are excited to announce that we are open sourcing the PlayScript compiler and runtime, which we hope will help developers with a toolset that aims to comprehensively target the diverse web and mobile platforms.  PlayScript is a new open source compiler and runtime built on the Mono platform which both compiles existing ActionScript to […]

By Sascha Goebel on Tuesday, March 19th, 2013 11:14 AM PDT
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Disclaimer: In case you’re a Linux, OS X or Windows fanboy, please skip the first paragraph and continue reading after that. After being in a long lasting love/hate relationship with MS Windows in different incarnations, countless blind dates with desktop Linux and a quick affair with OS X, I decided for myself that Windows is […]

By Viktor Lidholt on Friday, February 1st, 2013 7:55 AM PDT
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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 […]

By Paul Bakaus on Thursday, November 29th, 2012 7:35 PM PDT
Jasy's API browser in action.

  Never heard about Jasy? Worry not – you are not the only one. Jasy is a web tooling framework (read: fancy JS build system). If Grunt is a cherry, Jasy is a wonderful cherry tree. In fact, Jasy is closer to Yeoman, with the big distinction that Jasy is written as a tightly integrated […]

By Viktor Lidholt on Thursday, October 11th, 2012 8:02 PM PDT
cocosdragon

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 […]