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by seivan
254 days ago
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Network connection, lobby, matchmaking, leaderboards or even chats, yes. But the actual simulation, probably not for fast paced twitchy shooter. Also not just for performance reasons, I wouldn’t call BeamVM hard realtime, but also for code. Your game server would usually be the client but headless (without rendering). Helps with reuse and architecture. |
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Erlang actually has good enough performance for many types of multiplayer games. Though you are correct that it may not cut it for fast paced twitch shooters. Well...I'm not exactly sure about that. You can offload lots of expensive physics computations to NIF's. In my game the most expensive computation is AI path-finding. Though this never occurs on the main simulation tick. Other processes run this on their own time.