BEAM There, Done That
Every player is a process. Every monster is a process. Every zone is a process. Sound familiar? In this episode, Allen Wyma and Francesco Cesarini sit down with Ellyse Cedeno - technology and product leader with 25+ years across online games, distributed systems, and real-time platforms - to explore why the BEAM and the actor model are a natural fit for multiplayer game servers, and why the games industry keeps learning this the hard way. Topics include: * why MMORPGs and telecom systems have more in common than most people realize * the N-squared problem: why high player density is so expensive and how classic games solved it * why Java threads and deadlocks were the original game server nightmare * how the actor model eliminates lock management - and what that means for mob AI * event-sourced vs tick-based architecture and when each makes sense * zones, sharding, and the air traffic control analogy for seamless server handoffs * building a NetHack-style multiplayer game in LiveView - and what the DOM diffing taught her about game state * why the games industry is dominated by C++ and Unreal, and what it would take to change that * using player behavior analytics to catch bugs before ops teams or server logs do * the production horror story of someone pulling the live database drive mid-operation Plus: why Ellyse wants to publish a 100% Elixir game on Steam, and what the open source game_server project on Codeberg is trying to do. Recorded May 25, 2026.
15 episodios
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