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Online games pose a few interesting challenges on their backend: A single user generates one http call every few seconds and the balance between data read and write is close to 50/50 which makes the use of a write through cache or other common scaling approaches less effective.
Starting from a rather classic rails application as the traffic grew we gradually changed it in order to meet the required performance. And when small changes no longer were enough we turned inside out parts of our data persistency layer migrating from SQL to NoSQL without taking downtimes longer than a few minutes.
Follow the problems we hit, how we diagnosed them, and how we got around limitations. See which tools we found useful and which other lessons we learned by running the system with a team of just two developers without a sysadmin or operation team as support.
Jesper Richter-Reichhelm has two big passions: developing software and games. For over 12 years he could only have fun by developing software for large scale web sites.
Then he joined wooga as Head of Engineering in 2009 and suddenly Jesper could do both as wooga is developing games for Facebook. The company quickly became Europe largest developers of social games with more than 15 million players per month.
Currently Jesper is both happy and busy using Ruby and NoSQL databases to build social games that have more than 1,000,000 million users every day.
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