Hello,
We have just released a tech development blog covering a number of changes that have been worked on behind the scenes! Please use this thread to discuss the blog with other players
We have just released a tech development blog covering a number of changes that have been worked on behind the scenes! Please use this thread to discuss the blog with other players
could be British
All of ESI has been in Kube from the beginning. I think we adopted Kube just as it hit 1.0. Then each of the features mentioned in the blog post have had some aspect in Kube as well.
Sequencing and quality of service are definitely considered in the grand scheme of things. This is why simulation frame data will be an interesting exploration.
The Activity Tracker was the first player facing feature to use Quasar in it’s infancy (before we really knew it would be what it is today).
There are a lot of things we want to change around that behavior to use the more mature aspects of Quasar, because they simply didn’t exist at that time.
The only Erlang we employ is ejabberd itself and mods made to it.
The client uses the same technique as the server: a separate thread for transmission and serialization.
Chat is a more complex problem and a good example of why Quasar is so important. Chat is not actually separate. There are tentacles from the monolith that are still attached which result in the issues that are present. We are definitely targeting those.
I don’t think that all these messaging systems are meant for realtime applications.
I didn’t either, but when we see average case scenarios of 4ms overhead with strict tech like RabbitMQ it makes us wonder what something like NATS could cut that down to.