Go's Surprising Prowess: Simulating Millions of Particles on a Smart TV
2025-09-25

The author tackles the challenge of simulating millions of particles in Go, a language not known for its computational power, for a multiplayer game running on a smart TV. By offloading all rendering to the server and sending only frame buffers to clients, performance bottlenecks are avoided. The article details technical solutions, including a G-buffer approach, frame compression techniques, and efficient client synchronization. Despite Go's lack of SIMD, the author achieves impressive results, running a million-particle simulation on a low-cost cloud server with hundreds of concurrent clients.
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