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Why Multiplayer Games Are Just Distributed Systems | Ellyse Cedeno on BEAM & the Actor Model

12 de junio de 2026 · 1 h 7 min

Notas del episodio

Every player is a process. Every monster is a process. Every zone is a process. Sound familiar?

In this episode, Allen Wyma and Francesco Cesarini sit down with Ellyse Cedeno - technology and product leader with 25+ years across online games, distributed systems, and real-time platforms - to explore why the BEAM and the actor model are a natural fit for multiplayer game servers, and why the games industry keeps learning this the hard way.

Topics include:

  • why MMORPGs and telecom systems have more in common than most people realize

  • the N-squared problem: why high player density is so expensive and how classic games solved it

  • why Java threads and deadlocks were the original game server nightmare

  • how the actor model eliminates lock management - and what that means for mob AI

  • event-sourced vs tick-based architecture and when each makes sense

  • zones, sharding, and the air traffic control analogy for seamless server handoffs

  • building a NetHack-style multiplayer game in LiveView - and what the DOM diffing taught her about game state

  • why the games industry is dominated by C++ and Unreal, and what it would take to change that

  • using player behavior analytics to catch bugs before ops teams or server logs do

  • the production horror story of someone pulling the live database drive mid-operation

Plus: why Ellyse wants to publish a 100% Elixir game on Steam, and what the open source game_server project on Codeberg is trying to do.


Recorded May 25, 2026.

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