On Mon, Jul 8, 2019 at 11:22 AM Martin Schnabel <m...@mb0.org> wrote:
> I would guess, that most of respondents using go for game development, > use it on the server side. Think multi-, browser- or mobile-games. > > Many modern games have considerable server side code bases as well for all kinds of things. And if you are a major popular game, you easily have 100_000 concurrent users on your platform. A lot of the work here doesn't even require low-latency operation as long as you can stay within certain parameters, so a 10ms pause here and there is probably acceptable. More involved stuff such as physics simulation in the "cloud" could also be doable given the low-pause GC Go employs. I think there are some good explanations of e.g., the cloud infrastructure of Elite Dangerous out there. I think it is mostly C# or PHP (can't remember), but it doesn't look like something you couldn't write in Go. Halo used C# and the "Orleans" model. That also screams a Goroutine-like solution is possible with a little bit of work. So I think there are many good reasons for using something like Go in modern game development, albeit not on the client side, yet (where C++ and Lua tends to reign supreme). -- You received this message because you are subscribed to the Google Groups "golang-nuts" group. To unsubscribe from this group and stop receiving emails from it, send an email to golang-nuts+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/golang-nuts/CAGrdgiUg0ecWWAnTrtWBB2HFcTzyRvPDtKSMWpZuH%2BHBPc4rYg%40mail.gmail.com. For more options, visit https://groups.google.com/d/optout.