~/talk

Writing and Debugging a Web-Based Multi-Player Game

Talkat GopherCon 2014 · 2014-04-24..04-26· [nodejs, testing]
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Built a web game server in Go that runs a 60 Hz simulation on a headless process, uses WebSockets/WebGL clients, and separates simulation, player management, and network I/O into per-player goroutines communicating over buffered channels. Tools include the Go profiler, json.Marshaler implementations for compact output, and gob binary encoding as an alternative; payloads shrink (example point JSON from ~47 to ~39 bytes), bandwidth roughly halves, and games scale to roughly 16–64 players per instance.

AI-written summary · about

  1. 0:00Console to web robot game
  2. 2:43Concurrency in games
  3. 3:25Simple robot battle design
  4. 6:15Game server in Go
  5. 8:00Simulation vs serialization
  6. 10:49Player serialization challenges
  7. 11:57Optimizing spectator payload
  8. 14:26Bandwidth with float32 and interfaces
  9. 17:15Go interfaces for encoding
  10. 20:03Binary encoding with gob
  11. 21:50Web robot battle demo
  12. 27:10Q&A on performance
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