~/talk

Multiplayer Pac-Man with RSocket

Talkat Voxxed Days Ticino 2019 · 2019-10-09..10-11· [web-platform, game-development]
slides:none on file

Built a browser multiplayer Pac‑Man using Spring Boot, Project Reactor, Protocol Buffers, Phaser and TypeScript and compared HTTP 1/2, WebSocket/socket.io, gRPC and RSocket. HTTP and WebSocket versions show visible jitter and high overhead; gRPC has proxy and streaming limits in browsers. RSocket delivers real backpressure across the network, single multiplexed connection, resumable streams and fragmentation; gameplay runs smoothly with low latency (author reports roughly 5% throughput cost vs gRPC for the protocol frames) and stable memory use.

AI-written summary · about

  1. 0:00Intro
  2. 1:14Agenda
  3. 2:48MULTIPLAYER
  4. 3:31Step 2: Location
  5. 3:46Step 3: Updates
  6. 4:37Real Enterprise
  7. 7:26Front-end
  8. 11:00HTTP FLOW CONTROL
  9. 12:58PROTOCOLS
  10. 14:08MAINTAINABILITY
  11. 15:28Why WebSocket?
  12. 16:02Existing Solutions
  13. 24:05LIMITATIONS
  14. 28:09Scenario
  15. 37:23Notable Features
  16. 47:24RPC API
  17. 47:55SPRING-MESSAGING
  18. 50:26Disadvantages
  19. 51:31Summary
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