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Nice blog post! I read the whole thing. I'm working on something with multiplayer using an unbounded queue of command events, so I learnt a few things about that situation. If you have any posts that elaborate on the typical infrastructure events from running that in production, I'd love to read it as you obviously put a lot of effort into your blog posts.


This is entirely new infrastructure, and I don't have data yet since this is a side project.

I am biasing towards relying on a connected socket for all state management which is fair for board games (and, I do believe more generally given how connected the world is becoming).

There are tremendous problems with using WebSockets in production, but they can be overcome with a decent protocol design as you have a number of failure modes to contend with. I'm in the process of publishing a paper for a conference that will share some of the architecture of my production learnings.


sent you an email, I'd be interested in reading that paper once it's available! Cheers




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