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by t-writescode
1985 days ago
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You're not just talking online games, you're talking enormous-world MMOs, and that's such a far cry from the areas that I have worked with and thought about how to work with in any detail that I can't usefully add anything. If you're trying to manage the concurrent state of 10s of thousands of players in a game, all server-side, and you want specific actors to handle that single player and you don't want a globally persistent state, then I suppose this makes sense. I've never worked with anything of that scale though. |
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I am talking about bigger scala here of course. But not necessarily what you describe.
Take games like League of Legends or Counterstrike as examples. Having one game per actor seems like a sensible design to me.
But yeah, I think that traditional techniques still get you very far. I heard that Slack was running just on (multiple) postgres for the longest time.