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Erlang, the big switch in social games

by on Mar 27, 2011

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Online games backend are challenging applications, a single user generates one http call every few seconds, usage volume can spike very quickly and balance between data read and write is close to ...

Online games backend are challenging applications, a single user generates one http call every few seconds, usage volume can spike very quickly and balance between data read and write is close to 50/50 which make the use of write through cache or other common scaling approaches not so effective.
Follow how in our quest for a better architecture to serve millions of games sessions daily and reduce our resource usage we took the decision to write in Erlang our third generation game backend, see how we’re leveraging the actor model in order to change how we use and conceive our persistency layer. See also how introducing Erlang as a new tool in a company is working out, what we found hard from an organizational and technical point of view, which obstacle we hit and how as technical guys we convinced our management to take the risk of bringing in house a different technology.

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