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Running a million-board chess MMO in a single process

eieio.games

21–30 of 41 posts

Re: Running a million-board chess MMO in a single process

#21
I don't understand how Rooklyn and Queens are indestructible structures? A rook can attack the structure and take pieces off the board if it's ok with sacking itself.

Edit: nevermind, the secret is revealed at the beginning of the paragraph

>I prevented pieces from capturing pieces on other boards.

so normally it's not an indestructible structure, but with that rule it is. Got it.

Re: Running a million-board chess MMO in a single process

#22
post #5

I feel like I keep seeing one million checkboxes guy's experiments, and I wonder.... Where is the monetization? Is this just a FANGAM engineer with a lot of free time? Am I just beaten down by the SWE landscape of 2025?

A lot of people make small games just for fun, like any other creative hobby. Similar to: Making music, writing, drawing, 3d modeling, etc.

Actually, you can put all of those together and use them in a game. And the best part is that there's no target market, no KPIs to hit, so you can do anything!

Re: Running a million-board chess MMO in a single process

#24
I love seeing efficient use of computing resources. As long as I've been coding, it's been sort of a mantra that "programmer time is more important than execution time" - leading to very inefficient implementations that waste not just processor time but user's time. I keep hoping that with the ongoing migration to "the cloud" that identifies the relationship between efficiency and real cost, there'll be a resurgence in proper optimization.

Re: Running a million-board chess MMO in a single process

#25

I love seeing efficient use of computing resources. As long as I've been coding, it's been sort of a mantra that "programmer time is more important than execution time" - leading to very inefficient implementations that waste not just processor time but user's time. I keep hoping that with the ongoing migration to "the cloud" that identifies the relationship between efficiency and real cost, there'll be a resurgence…

We’ll shift it back with “distributed edge computing”.

But even with AWS, computing resources are cheaper than developer resources. It is very hard to needlessly burn even $20/hr on AWS without it needing much more time to fix

Re: Running a million-board chess MMO in a single process

#26
post #15

Earlier quoted context omitted.

No, I think the operative question is - Have you never felt so exhausted from working your day job that you don’t feel like building anything during your free time?

I don’t think it is. I think it’s normal to feel that way sometimes in our line of work, but it’s not normal to always feel that way.

I think it's normal to always feel that way if you want to build things on the side but also don't aspire to be on the computer all day.

Re: Running a million-board chess MMO in a single process

#27

I love seeing efficient use of computing resources. As long as I've been coding, it's been sort of a mantra that "programmer time is more important than execution time" - leading to very inefficient implementations that waste not just processor time but user's time. I keep hoping that with the ongoing migration to "the cloud" that identifies the relationship between efficiency and real cost, there'll be a resurgence…

We’ll shift it back with “distributed edge computing”. But even with AWS, computing resources are cheaper than developer resources. It is very hard to needlessly burn even $20/hr on AWS without it needing much more time to fix

"computing resources are cheaper than developers up to some level of scaling" is more accurate.

Re: Running a million-board chess MMO in a single process

#28

I love seeing efficient use of computing resources. As long as I've been coding, it's been sort of a mantra that "programmer time is more important than execution time" - leading to very inefficient implementations that waste not just processor time but user's time. I keep hoping that with the ongoing migration to "the cloud" that identifies the relationship between efficiency and real cost, there'll be a resurgence…

This is why I've started moving towards embedded. There is something really nice about being back on a chip with <1MB ram and a handful of Mhz. I know it's really just a leftward shift of a curve though. By the time I am getting ready to retire in 20 years these little 40mm devices will probably be running 500B parameter models.

Re: Running a million-board chess MMO in a single process

#29
While you definately need rollback I wonder if it would have been easier, if a player got into a conflict position, to just dump their state and grab it a fresh copy from the server?

As long as you'd sent all their moves off to the server, they should see all the moves they've done which were valid (hmm.. there could be a race condition there). I wonder how often it's worth doing the more complex unwinding described? I may well be missing some complex case (which I imagine is often the case with rollback!)

Re: Running a million-board chess MMO in a single process

#30
post #5

I feel like I keep seeing one million checkboxes guy's experiments, and I wonder.... Where is the monetization? Is this just a FANGAM engineer with a lot of free time? Am I just beaten down by the SWE landscape of 2025?

> Where is the monetization?

Not everything needs to make money. Some people build things for fun.

> Am I just beaten down by the SWE landscape of 2025?

Probably. Alternatively, I would ask if you ever enjoyed coding, or if it's purely been a job for you.

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