~/talk

Multiplayer Pac-Man with RSocket

Talkat JDD 2019 · 2019-10-14..10-15· [networking]
slides:none on file

Compares HTTP, WebSocket and gRPC by actually building a multiplayer Pac‑Man using Reactor, Protobuf, Phaser and RSocket; shows HTTP floods requests and lags, gRPC’s Java backpressure races and spikes memory, while RSocket runs the game smoothly with real backpressure over network, single multiplexed connection, binary messages and resumeable streams; demos show controlled request(n) delivery from browser, stable throughput and lower latency; warns of limited docs and adoption despite clear gains for cloud‑native, low‑latency multiplayer.

AI-written summary · about

  1. 0:00Start
  2. 1:16Agenda
  3. 3:18MULTIPLAYER
  4. 4:13Step 2: Location
  5. 4:38Step 3: Updates
  6. 5:58Real Enterprise
  7. 7:53To Summarize
  8. 8:29Back-end
  9. 9:32Front-end
  10. 9:47Why HTTP?
  11. 12:19Why NOT HTTP?
  12. 13:34HTTP FLOW CONTROL
  13. 15:37REACTIVE-STREAMS
  14. 16:07PROTOCOLS
  15. 17:10MAINTAINABILITY
  16. 18:10Why WebSocket?
  17. 18:34Why NOT WebSocket?
  18. 19:16Existing Solutions
  19. 19:55Why not STOM/socket.io
  20. 21:41Why gRPC?
  21. 25:19GRPC-WEB
  22. 28:20WHAT IF
  23. 28:37Scenario
  24. 30:56CloudNative JVM Setup
  25. 32:53Netflix case study on gRPC
  26. 37:36Communication
  27. 38:11Notable Features
  28. 48:13RPC API
  29. 48:43SPRING-MESSAGING
  30. 50:36Disadvantages
  31. 51:04Maintainers
  32. 51:27Summary
  33. 51:57Resources
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