Creating a multiplayer game server in Elixir

This game was a highlight at Code BEAM Lite London and Code BEAM America.

For those attendees lucky enough to experience AstroBEAM, Hernán Rivas Acosta now takes you behind the scenes in his latest webinar to show how it all came together.

Inside the webinar:

Every multiplayer game’s network architecture involves its own set of design trade-offs, from protocol choices like TCP vs UDP to decisions around tick rate, reliability, and latency management. In this webinar, Hernán Rivas Acosta shares how he thinks about game servers and how to develop them. Using his retro-style game AstroBEAM as a jumping off point, he discusses many of the options and techniques he had to choose and why they were tailored to different types of games.

What you’ll learn:

  • Why do different games have such different network models
  • What makes a game responsive and “feel good”
  • How to think about tick rates and latency

Please, accept marketing-cookies to watch this video.

Security and the BEAM Ecosystem

Security and the BEAM Ecosystem

In the second and final part, Jonatan Männchen on how the BEAM community is making security smarter and more collaborative.

SAFE and OIDCC

SAFE and OIDCC

Even secure code benefits from a second opinion. In part one, Jonatan Männchen shares how SAFE helped strengthen his authentication library.

erlang elixir metric with prometheus

Mastering metrics with Prometheus

Metrics are something critical for our services, but the community has seen badly maintained solutions over the years.One such library is prometheus, one of the most…