3 ms·
If your game has limited number (say, < 10) participants per game board, then concurrent updates to shared state etc can be solved with a traditional game state
by vinay_ys 6y ago
If your game has limited number (say, < 10) participants per game board, then concurrent updates to shared state etc can be solved with a traditional game state hosting server model. But if that number is higher say 100+ then you need a sharded distributed setup. That's when things get really tricky if you don't keep things simple.
- mathgladiator 6y agoSo, like all engineers, I imagine that my products that I ship will reach massive levels of scale. Such massive level of scale that I need to use elastic compute, so I should expect processes to come and go. Thus, my processes clearly has to sustain 100k+ connections. And, at a moment's notice, I should expect the process to go "poof". Maybe someone is going to do a kernel upgrade or someone decided to unplug a machine, I don't know! Having operated with the above assumptions, I found it hard to be wise to avoid that and then invented a programming language that would operate in a modern cloud environment. I need better hobbies, or not... who knows.