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.

Please, accept marketing-cookies to watch this video.

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

You can check out the game code here.

How to Think About Game Servers (Pt 2)

How to Think About Game Servers (Pt 2)

In his latest game server webinar, Hernan Rivas Acosta explores synchronisation, latency and lag compensation in multiplayer games.

Concurrency, Understanding the BEAM Limits

Concurrency, Understanding the BEAM Limits

Lorena Mireles Rivero explores BEAM concurrency limits and how overload impacts system performance.

Keeping Real-Time Communication Platforms Online During Peak Demand

Keeping Real-Time Communication Platforms Online During Peak Demand

Bartłomiej Górny explores why real-time systems fail under peak demand, and how architecture, scaling, and testing keep them running.