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by random3
19 days ago
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Games like quake are transient and have a small number of users sharing data and if it fails it doesn’t matter enough to need failover, although that could be done relatively easily with a write-ahead log. You need session stickyness at the load balancing layer but otherwise latency is more important than scale, so you don’t need a distributed system per se. Writing a small C/C++ server would make a lot of sense if you didn’t have Go, Rust, etc. |
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