Erlang and First-Person Shooters (2011) [pdf]
erlang-factory.com
Erlang and First-Person Shooters (2011) [pdf]
1–10 of 44 posts
Re: Erlang and First-Person Shooters (2011) [pdf]
#2About a year later, I got a job doing Erlang full-time, and OTP is about as good as that slideshow indicated...So, if anyone at Demonware is reading this...Thank you! You introduced me to my second great love (after my wife)!
Re: Erlang and First-Person Shooters (2011) [pdf]
#3Re: Erlang and First-Person Shooters (2011) [pdf]
#4Re: Erlang and First-Person Shooters (2011) [pdf]
#5Question for those of you who are game programmers. Is the message passing of erlang slower than shared memory threads in c++?
That only applies for two processes running on a single machine, Erlang can automatically distribute workers (I believe) and in that case it's probably more about networking hardware than language.
Re: Erlang and First-Person Shooters (2011) [pdf]
#6Question for those of you who are game programmers. Is the message passing of erlang slower than shared memory threads in c++?
You're better off comparing C++ and Pony. At that point, a message enqueue is 3 atomic instructions, not too bad. The benefit is trivial concurrency.
Re: Erlang and First-Person Shooters (2011) [pdf]
#7Question for those of you who are game programmers. Is the message passing of erlang slower than shared memory threads in c++?
This isn't possible if the receiving process's inbox is non-empty or it's running. Then the cost should be around the same, assuming your C++ implementation is at the same level of quality as the Erlang VM.
Re: Erlang and First-Person Shooters (2011) [pdf]
#8That would be easier for new employees and they could still keep their Erlang code base until they make the full switch.
Re: Erlang and First-Person Shooters (2011) [pdf]
#9I can remember constantly having to migrate hosts, getting owned by the host because everyone else has a ping much higher than zero, and horrible lag when the host it chose had a bad connection.
Cool technology, but at the cost of fun.
Re: Erlang and First-Person Shooters (2011) [pdf]
#10From a gamers perspective, the peer-to-peer lobby system used in the CoD series is one of the worst things about it. I can remember constantly having to migrate hosts, getting owned by the host because everyone else has a ping much higher than zero, and horrible lag when the host it chose had a bad connection. Cool technology, but at the cost of fun.