Tag Archives: webcast

Riak CS Intro Webcast

April 18, 2013

Next Tuesday, April 23, we will be hosting a Riak CS Intro webcast. It will take place at 11am PT/ 2pm ET. You can sign up for it here.

This webcast will cover:

  • A technical overview of Riak CS and its components
  • Riak CS architecture, operations, and new features
  • APIs and interfaces, as well as Riak CS Control
  • What’s available with Riak CS Enterprise
  • Use cases and user stories

We will also be available after the webcast to answer any questions that you might have. You can register for the Riak CS Intro webcast here.


Slides: Riak CS Intro

April 2, 2013

Thank you to everyone who attended today’s webcast about Riak CS, our open source, cloud storage software built on top of Riak. For those of you who weren’t able to attend, we have posted the slides below. These slides go over Riak CS architecture, interfaces and operations, as well as how to get started and what’s available in Riak CS Enterprise.

Our next webcast will be Wednesday, April 10 and will provide an Introduction to Riak. You can sign up for it here.


Slides: Introduction to Riak

March 27, 2013

Yesterday, we presented an introductory webcast for those new to Riak. We’ve posted the slides below. They cover the key design goals of Riak and its architecture, operations, interfaces, and querying features. They also include new features from the recent 1.3 release and a few interesting user stories of Riak in production.

Our next webcast will be Tuesday, April 2 and will focus on our newly open sourced, cloud storage product, Riak CS. You can sign up for it here.


Building Gaming Applications and Services with Riak

March 13, 2013

For a complete overview, download the whitepaper, “Gaming on Riak: A Technical Introduction.” To see how other gaming companies are using Riak, visit us at the Game Developers Conference at Booth #202!

As discussed in our previous post, “Gaming on Riak: A Brief Overview and User Case Studies,” Riak can provide a number of advantages for gaming platforms. Content agnostic, an HTTP API, many client libraries, and a simple key/value data model, Riak is a flexible data store that can be used for a variety of different use cases in the gaming industry. This post looks at some common examples and how to start building them in Riak.

Use Cases

Player and Session Data: Riak can serve and store key player and session data with predictable low latency, and ensures it is available even in the event of node failure and network partition. This data may include user and profile information, game performance, statistics and rankings, and more. In Riak, all objects are stored on disk as binaries, providing flexible storage for many content types. Since Riak is schema-less, applications can evolve without changing an underlying schema, providing agility with growth and change.

Social Information: Riak can be used for social content such as social graph information, player profiles and relationships, social authentication accounts, and other types of social gaming data.

Content: Riak is often used to store text, documents, images, videos and other assets that power gaming experiences. This data often needs to be highly available and able to scale quickly to attract and keep users.

Global Data Locality: Gaming requires a low-latency experience, no matter where the players are located. Riak Enterprise’s multi-datacenter replication feature means data can be served to global users quickly.

Data Model

Below are some common approaches to structuring gaming data with Riak’s key/value model:

Riak offers robust additional functionality on top of the fundamental key/value model. For more information on these options as well as how to implement them, their architecture, and their limitations, check out the documentation on searching and accessing data in Riak.

Riak Search
Riak Search is a distributed, full-text search engine. It provides support for various MIME types & analyzers, and robust querying including exact matches, wildcards, range queries, proximity searches, and more.
Possible Use Cases: Searching player and game information.

Secondary Indexing
Secondary Indexing (2i) gives developers the ability, at write time, to tag an object stored in Riak with one or more queryable values. Indexes can be either integers or strings and can be queried by either exact matches or ranges of an index.
Possible Use Cases: Tagging player information with user relationships, general attributes, or other metadata.

Developers can leverage MapReduce for analytic and aggregation tasks. It offers support for both JavaScript and Erlang MapReduce.
Possible Use Cases: Filtering game data by tag, counting items, and extracting links to related data.

To learn more about how your gaming platform can benefit from Riak, download “Gaming on Riak: A Technical Introduction.” For more information about Riak, sign up for our webcast on Thursday, March 14.