A developer builds a real-time particle simulation in Go that can handle millions of particles while streaming frames to hundreds of clients via websockets. The project explores server-side rendering techniques, performance optimization through profiling, memory management, and networking challenges. Key insights include using double buffering, worker pools, bit packing for data compression, and TCP websockets for multi-client synchronization. The final implementation achieves 2.5 million particles at 60fps while supporting 300+ concurrent clients on a modest VPS.

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