clojuredesign-podcast

2024-11-06T18:31:18.659469Z

If you like the podcast, you're gonna love this: https://www.youtube.com/watch?v=kIhY4VDa820

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genekim 2024-11-07T21:16:10.013439Z

🎉 TY!!!! Watching it now!!!

genekim 2024-11-07T21:20:42.317449Z

OMG. This talk is so good!!!! Go @neumann!!!!

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genekim 2024-11-07T21:25:24.562589Z

DUDE!!!!! I’m flipping out watching your video right now!!! OMG! So exciting!!! Your intro reminded me so much of watching the AlphaStar competition, where the commentators were commenting on watching AlphaStar compete against one of the best players in the world. (I’m not ashamed to admit that I cried watching the AlphaStar documentary, as well as the AlphaGo documentary!) So cool!!!!!

genekim 2024-11-07T21:27:41.538689Z

The visuals of all it take to do these productions are awesome! I’ve always wanted you to describe what you’ve done for live productions and esports on the podcast — all my wishes on this have come true, and in so much detail. I love it!

neumann 2024-11-07T21:58:34.786509Z

@jr0cket Thank you! Thanks for sitting in on my pre-talk. Your feedback was really helpful! I changed up the order of the talk and added in the high-level diagrams about the information flow.

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neumann 2024-11-07T21:59:53.748089Z

@genekim Thanks! I'm glad you got to watch it! I missed you at the Conj!

genekim 2024-11-07T22:53:21.272959Z

“20m Overwatch server compiles!” What is an Overwatch server? That’s what gamers connect to, and handles multiplayer games? What was it written in? So cool!

genekim 2024-11-07T22:59:06.540579Z

That was such a fun talk! Kudos, @neumann!!!

2024-11-07T23:04:34.031179Z

Overwatch is an online multiplayer game. He was just talking about the server players connect to to play the game.

genekim 2024-11-07T23:06:05.165329Z

Sorry — I wasn’t quite clear. My kids loved playing Overwatch for years. Is the “Overwatch server” what players connect to when they’re playing online multiplayer matches? Or is it something special only for tournaments? And are there special servers only for tournaments installed locally, to reduce latency?

2024-11-07T23:08:59.078099Z

Aah gotcha. Yeah I know for heroes of the storm they had on prem servers for tournaments. I’m assuming it’s the same, but I’ll let Christoph give the definitive answer.

genekim 2024-11-07T23:10:57.946739Z

People who loved @neumann’s talk will also likely LOVE this documentary of Google DeepMind AlphaStar, which includes some of the folks from Blizzard Starcraft II team. https://www.youtube.com/watch?v=cUTMhmVh1qs

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neumann 2024-11-07T23:47:44.962369Z

@genekim @potetm Overwatch does 100% of the game logic on the sever side and only does rendering and input on the client side. The server team has a talk about it. I'll dig it up. It's really good how they handle network latency and all that. The Overwatch server generally runs on Blizzard's infrastructure, but they would bring it on prem for the Overwatch League. When the server was on-prem, it was actually locked up in a safe-like room and guarded. It was wild! The security around the server created a big problem for me because I needed to build all the downstream integrations. That's when I got the idea to record all of the data streams and play them back. I got that idea while I was onsite developing the integration, so while I was waiting for those compiles, I was primarily working on my data recording and playback code.

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neumann 2024-11-07T23:50:43.888699Z

https://www.youtube.com/watch?v=W3aieHjyNvw

neumann 2024-11-07T23:52:08.955469Z

It gets really interesting at 24:38.

neumann 2024-11-08T00:02:24.505699Z

@genekim I'll check out that video. I worked with Artosis for Heroes of the Storm esports.

genekim 2024-11-08T00:41:17.299369Z

Very cool! Crazy model to ensure smooth gameplay, despite 100s of ms round trip delay between client and server, and packet loss! So, Overwatch is a C++ program that takes 20m to compile, for even small changes to accommodate your data needs?

neumann 2024-11-08T00:53:16.224539Z

Yes, Overwatch is a C++, and due to the size of the code and the different flags enabled (like debugging symbols and such), the compile time was pretty long. Approx 20 minutes.

neumann 2024-11-08T00:53:22.814539Z

I think a production build takes even longer.

neumann 2024-11-08T00:54:03.736679Z

I'm assuming there are ways to build small changes that are faster. I just know that I had about 20 minute turn around times between changes.

neumann 2024-11-06T20:34:34.324209Z

Hurray! It's out! @potetm, thanks for posting the link!

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neumann 2024-11-06T20:35:11.060829Z

Everyone, I'd love to hear your reactions and constructive feedback!

practicalli-johnny 2024-11-07T03:10:23.437079Z

Exceeded my overly demanding expectations for this talk 😉, congratulations. I quickly got a sense of what it would be like to do live productions with Clojure. Perfectly delivered too. I loved the example of 20 min compile of the Overwatch server verses using the REPL to get the data instantly. The replays of data to simulate the real time experience was also intriguing. The system flow diagrams were excellent at communicating the data complexity. Thank you. I hope you enjoyed giving the talk as much as I did watching it.