~/talk

Synchronizing Game Components

Talkat Code Mesh 2015 · 2015-11-03..11-04· [frontend-architecture, web-performance]
slides:none on file

Argues that scaling games needs isolated processes and message-passing rather than shared mutable state, implements it in Erlang with a small L-like language, and demos a 500×500 universe running 1,000 ships (run/timid/attack/flock behaviors) talking to a central universe and display process. Shows load moving across 8 cores, proves pure message-copy only communication scales and that blocking synchronous requests rapidly stall the system.

AI-written summary · about

  1. 0:00Introduction
  2. 1:25Game Implementation
  3. 4:20Classical Implementation
  4. 17:45Go Fully Parallel
  5. 21:02Example
  6. 23:14System Overview
  7. 24:45Demonstration
  8. 31:19timid ships
  9. 35:55demo
  10. 37:31synchronous communication
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