Networking Concurrency in Go [Making an MMO - E13] @UnitOfTimeYT
Networking Concurrency in Go [Making an MMO - E13]  @UnitOfTimeYT
Uploaded September 2021 | Updated September 2026, 1 week ago
⁍ Wishlist: store.steampowered.com/app/3475620/Mythfall

Today we will talk about how I used Go's channel concurrency primitive to merge data received from the network into our main set of data used by our game loop.

⁍ Series: youtube.com/playlist?list=PL_r0j2F4Hkj-Grm05K5lCOd6yaeeSAaY2

This tutorial series is about creating an MMO from (almost) scratch. We will be coding in Golang and we will use libraries where appropriate. I will stay at a fairly high level for most things, but let me know if you want a more intensive study on any individual topic and I'll try to make an episode where possible.

Thanks for watching! Happy to answer any questions!

// Repository: github.com/unitoftime/mmo
// Play: mythfall.com
Networking Concurrency in Go [Making an MMO - E13]Handling Player Logins and Logouts [MMO 15]Instanced Dungeons and the First Raid BossWorking on New Labyrinth Dungeon | Mythfall - Golang Gamedev[Making an MMO] Episode 7 - Turning Scattered Terrain into an IslandMythfall - Golang MMO DevMythfall - New Quest (Golang MMO)Mythfall Devlog: The second year of developmentMythfall - Ice Queens Castle! New Dungeon!How I Made My Game World Decorate ItselfMythfall - Golang MMO DevelopmentGolang MMO dev: Improving Biome Content
UnitOfTime |

Networking Concurrency in Go [Making an MMO - E13]

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER