Multiplayer Pac-Man with RSocket
summary
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
chapters (19)
- 0:00Intro
- 1:14Agenda
- 2:48MULTIPLAYER
- 3:31Step 2: Location
- 3:46Step 3: Updates
- 4:37Real Enterprise
- 7:26Front-end
- 11:00HTTP FLOW CONTROL
- 12:58PROTOCOLS
- 14:08MAINTAINABILITY
- 15:28Why WebSocket?
- 16:02Existing Solutions
- 24:05LIMITATIONS
- 28:09Scenario
- 37:23Notable Features
- 47:24RPC API
- 47:55SPRING-MESSAGING
- 50:26Disadvantages
- 51:31Summary
related talks
53mRSocket - future Reactive Application Protocol?
42mRSocket - Future Reactive Application Protocol
40mReactive message driven service 2 service communication with RSocket
40mMultiplayer Gaming Architecture and Design
22mMultiplayer Experiences with React
33mFun With Websockets
01h 21mReactive Web Applications
34mPurify your web development with Raxx
