Tag Archives: Knut Nesheim

  • Locker: Consistent Distributed Locking
    2013-03-18 Erlang Central

    Videos



    Game servers built at Wooga uses Erlang processes to model users, worlds and connections. A locking mechanism was needed to ensure processes don't step on each other toes. This forms the backbone of distributed real-time multiplayer game servers at Wooga. The first attempt used Redis as a central serialization point as it offers a compare-and-swap operation. After hard work in the following generations of game servers, this single point of failure was the last one still standing. Aft ...


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  • From 0 to 1,000,000 daily users with Erlang
    2011-10-31 Erlang Central

    Presentations

    This talk wants to sum up the experience about building and maintaining live our first social game server completely written in erlang.The game has been now published and it’s time to think about the results achieved. In this talk we’ll describe details of our architecture, principles that drove its design and considerations about hosting the infrastructure.We’ll go in detail through what worked well and what needs to be improved, all backed by data coming from our live system.Come and fol ...


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  • Designing online games for scale with Erlang
    2011-06-06 Erlang Central

    Videos

    At wooga we build backends for games that have millions of daily users. In the gaming business we have a write heavy environment, with a high frequency of requests, traffic bursts and distribution across many nodes. These are all problems we need to solve and keep in mind in order to write a system that stands the chance of supporting the required load. How do you meet the challenge of writing a brand new system with performance in mind? Where should the line between necessary efficiency a ...


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