Analysis of the architecture of the game server on Haskell. From a high-level model to code features - transactional memory, immutable data structures, actors, queues, parallel and concurrent computing. The model of dynamic scaling, optimization, solved problems and trade-offs.
- Reasons for choosing Haskell
- What technologies were considered and why they were not used (no spoilers)
- Full stack of used technologies and their highload potential
- Universal design patterns


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