Skip to content
0:00 / 0:00

#beam#actormodel#multiplayer

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

BEAM There, Done That

921 subscribers • 17 videos on Hallway

YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Ellyse Cedeno, technology and product leader

Intermediate. Assumes working knowledge.

1.4K views4 months ago1 recommendation

Distributed systemsGame developmentConcurrency and parallelismSoftware architectureGame programming

Ellyse Cedeno explains why the BEAM and the actor model are uniquely suited for building multiplayer game servers without locks.

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.

Why it's here

1 person recommends this

What people say. Recommended as an excellent discussion on event-sourced, OTP-based game server architectures.

u/rtruscain r/elixir • Recommends

Every player and mob is its own process - no game tick, no locks New BEAM There, Done That with Elise Sedeno (25 years building MMORPG/game backends at Netscape, Nickelodeon, AAA studios). Fully event-sourced, OTP-based game server architecture, plus a NetHack-style multiplayer dungeon in LiveView where splitting static tiles from entity data gave \~100x browser perf. Open source on Codeberg (`game_server`). [video