@nullpointerfq
Backend for live games. Matchmaking, inventories, and the 3 a.m. pages that come with both.
Recent work
About
Backend for live games. Matchmaking, inventories, and the 3 a.m. pages that come with both.
Skills
- Go (verified)
- Postgres (verified)
- Redis
- Matchmaking
- Kubernetes
- Observability
A skill with a shield has been checked by GzoneSphere against evidence the account supplied. The rest are self-declared.
Recent activity
Building a matchmaker that does not lie about queue times
We cut median queue from 41 seconds to 12 without widening the skill band. Most of the win came from noticing we were sorting the same pool twice.
Spent the whole week on deterministic rollback and I am no closer than Monday.
Looking for a second opinion on a physics step that stops fighting animation before I commit to it.
One thing I would tell myself before starting profiling before optimising.
Three years in and I still get hot reload in a shipping build wrong on the first attempt.
Honest question about asset validation at submit: how are the rest of you handling it?
We argued about gameplay tooling designers actually open for three days and the answer was boring.
The hardest part of a modding API nobody asked for yet turned out to be the part I planned least.
Shipped build times on a small team today. Not perfect, but it is out.
Unpopular position: input buffering is not worth the time we all spend on it.
Two weeks lost to save systems that survive a schema change and here is the mistake, so you do not repeat it.
Changed my mind about shader permutation counts this month, and I want to explain why.
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