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The Day the Language Became the Bottleneck

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#programming#rust#performance#webdev#game development
The Day the Language Became the Bottleneck
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The article discusses the challenges faced when scaling a game engine built in Go, which struggled with garbage collection and latency issues. To address these problems, the core event loop was rewritten in Rust, resulting in significant performance improvements. The author reflects on the lessons learned from the transition and suggests a more cautious approach for future language changes.

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try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3942594) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } pretty ncube Posted on May 27 The Day the Language Became the Bottleneck #webdev #programming #rust #performance The Problem We Were Actually Solving It wasnt supposed to be a language swap. We had built the Treasure Hunt Engine on Go 1.20, using channels and sync.Pool to keep each players state off the GC. At 100k concurrent hunters, the p99 latency sat at 34 ms and allocations were 42 MB/s.

Excerpt limited to ~120 words for fair-use compliance. The full article is at DEV.to (Top).

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