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Ticks, Elixir and Gaming

Talkat ElixirConf EU 2025 · 2025-05-15..05-16· [game-development, concurrency]
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slides:none on file

Live Elixir code runs WebAssembly Fibonacci calculations every 25 milliseconds and measures gaps between scheduled calls, revealing large jitter and occasional long delays. Using naive send_after drifts late, adjusting by current time helps but still misses targets, while send_interval averages to 25 milliseconds because the timer wheel fires on schedule then subsequent calls bunch up, producing peaks and troughs. Result: game loop timing desynchronizes across machines and would break precise hardware control like servos. Solutions are deferred.

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