Re:Building a Distributed Turn-Based Game System in Elixir
by conradfr on Friday April 30, 2021 @11:31AM
(#26994732)
One trick I remember using (~two years ago, so early LV) when handling click events was to put everything async/not needed to reply in a spawn() function.
But yes as soon as you're on the internet you'll often feel the delay if your app is interactive.
The problem is that it's a bit random, because the network and the VM performances are never totally linear.
I remember implementing a countdown (using 1s send_after()) that would work fine most of the time, but sometimes there would be some hiccup and the countdown would stall just a bit and then process the counter in an accelerated fashion, which was terrible from a UI point of view, so in the end I did it in JS except for the update once the end reached.
But yes as soon as you're on the internet you'll often feel the delay if your app is interactive.
The problem is that it's a bit random, because the network and the VM performances are never totally linear.
I remember implementing a countdown (using 1s send_after()) that would work fine most of the time, but sometimes there would be some hiccup and the countdown would stall just a bit and then process the counter in an accelerated fashion, which was terrible from a UI point of view, so in the end I did it in JS except for the update once the end reached.