I found this article while debugging some networking delays for a game that I'm working on. It turns out that in my case it wasn't TCP_NODELAY - my backend is written in go, and go sets TCP_NODELAY by default! But I still found the article - and in particular Nagle's acknowledgement of the issues! - to be interesting. There's a discussion from two years ago here: https://news.ycombinator.com/item?id=40310896 - but I…
Any details on the game you’ve been working on? I’ve been really enjoying Ebitengine and Golang for game dev so would love to read about what you’ve been up to!
I mostly use go these days for the backend for my multiplayer games, and in this case there's also some good tooling for terminal rendering and SSH stuff in go, so it's a nice choice.
(my games are often pretty weird, I understand that "high framerate multiplayer game over SSH" is a not a uhhh good idea, that's the point!)