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Abstract:

This article details an experiment to simulate millions of particles in Go, targeting multi-player compatibility, CPU-only execution, and smart TV support. The author's primary challenge was Go's lack of SIMD support, leading to an innovative server-side rendering (SSR) approach. Instead of synchronizing particle data, the server renders simulation frames (initially 1-byte per pixel, later optimized to 1-bit per pixel) and streams them to clients as a "video," effectively decoupling simulation complexity from client performance.

The implementation involved Go routines, double buffering, channel-based client communication, and various optimization attempts. Initial compression strategies (bitmask, RLE, delta encoding) proved too complex or inefficient for dense, rapidly changing particle data. The final solution adopted a 1-bit per pixel format combined with a uint64-to-byte lookup table for highly optimized frame packing and unpacking. Despite Go's limitations in numerical computation, the system achieved 2.5 million particles at 60 simulation frames per second, streaming to clients at 30 frames per second, theoretically supporting over 300 concurrent users on a modest ARM virtual machine. While Go excelled in backend and networking, its performance for the simulation-specific number-crunching lagged behind languages like Rust (due to SIMD) and even JavaScript.

Summarizing "How fast is go? simulating millions of particles on a smart tv"

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