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You need non-blocking IO, if you have more threads than cores you are doing it wrong. You cannot build a MMO server with erlang.
by bullen 6y ago
You need non-blocking IO, if you have more threads than cores you are doing it wrong.
You cannot build a MMO server with erlang.
- yetihehe 6y agoWhy not? I have such server in plans, but that won't be soon (due to lack of time). If you have only as many threads as cores, that's not very MULTI threading, that's avoiding threads because of performance reasons.
- bullen 6y agoI forgot to mention _Action_ MMO server... you can probably make a slow paced MMO with Erlang...
- toast0 6y agoPeople were doing in 2009 and posting it here [1] (project link is dead though). The massively multiplayer online part would be clearly in favor of Erlang; although the RPG part maybe not so much. It would depend in my mind on how you model the environment and the game objects in it and their interactions. I think there would need to be too much communication to model game objects as processes, you'd need to make a simulation zone a process, and the game objects data for the simulation processes, and immutability makes that not a whole lot of fun probably. https://news.ycombinator.com/item?id=981597 https://news.ycombinator.com/item?id=981597
- yetihehe 6y agoGame objects can be simple state machines. Also, you have ets for "mutable" storage.