~/talk

Building Game Engines in Elixir

Talkat ElixirConf EU Virtual 2020 · 2020-10-07..10-08· [game-development]
links:none on file
slides:none on file

A production game engine called Phoenix Jackpot uses Riverside WebSockets, PixiJS clients, a dynamic supervisor per game, and a Registry of player processes to run multiplayer rounds where eight symbols must be collected in order and only one player wins. Client spins enqueue actions into a single play queue GenServer whose FIFO mailbox applies spins to per-player state, persists attempts to DB, performs optimistic updates of spin balance, and stops the game on the first completed sequence, avoiding double winners.

AI-written summary · about

  1. 0:00Introduction to Phoenix Jackpot
  2. 1:02Game mechanics
  3. 2:42Game logic and objectives
  4. 4:14System architecture
  5. 5:20Managing game sessions
  6. 7:28Player actions and state
  7. 10:25Client-server communication
  8. 13:15Game state breakdown
  9. 16:58Command flow and handling
  10. 19:47Processing the spin command
  11. 22:05Winner determination
  12. 26:12Recap of message flow
  13. 27:45Why Elixir?
  14. 29:53Q&A session
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