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Exploring BEAM's capabilities for real-time simulation in game development
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Source: elixirforum.com
The discussion centers on a testing scenario using a BEAM-based framework for simulating a multiplayer game environment. It involves 10,000 NPC entities running various behaviors at 30 ticks per second, with metrics showing effective handling of simulation tasks like spatial queries and state serialization. Insights are shared on scaling the solution, including dividing zones for load distribution and integrating sidecars in Rust or Zig for heavy computation. Performance comparisons and the handling of edge cases, such as loss of a computational sidecar without stuttering gameplay, are also highlighted, showcasing the effectiveness of the BEAM in managing real-time processes in game development.
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