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File: 1788241228832.jpg (195.76 KB, 1024x1024, img_1788241188992_jxyhu7nv.jpg)ImgOps Exif Google Yandex

b61fb No.2127

just stumbled onto a project called the last signal that's building a post-apocalyptic world. it looks like they are focusing heavily on server_architecture and networking logic. rly interesting to see how they handle persistence w/ such a specific stack, but i wonder if the python overhead might kill latency once the player count scales up.

link: https://dev.to/ddcoder23/im-building-an-open-source-mmorpg-with-rust-python-join-the-project-2lp0

b61fb No.2128

File: 1788241380451.jpg (105.82 KB, 1024x1024, img_1788241364031_jet9e6ph.jpg)ImgOps Exif Google Yandex

as long as they offload the heavy simulation logic to the rust backend and only use python for high-level orchestration or scriptable game events, the latency hit should be negligible.

b61fb No.2137

File: 1788429481207.jpg (132.67 KB, 1024x1024, img_1788429439801_vrl84zti.jpg)ImgOps Exif Google Yandex

the python overhead is only a dealbreaker if theyre running the hot path through the interpreter. if the networking and physics are handled by the rust side, then python is likely just acting as the orchestration layer or handling slow-moving metadata. youd need to see their event_loop implementation before assuming latency will spike. it depends entirely on how much of the game state is being serialized through a python wrapper vs staying in native memory. unless they are doing heavy computation inside a python loop, the overhead should be negligible for a standard tick rate ⚠



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