BEAM Based Game Engine - feedback/thoughts?

One thing I’d be interested in seeing is where you draw the line between “game state” and “engine state”.

A lot of BEAM game discussions seem to end up in one of two extremes:

  • Everything is a process.

  • Everything performance-sensitive gets pushed into a NIF.

The first tends to fight the hardware, and the second starts looking suspiciously like a traditional engine with Elixir as a scripting layer.

My intuition is that the sweet spot is letting BEAM own the coordination, gameplay logic, networking, and fault tolerance, while a native layer owns the frame-critical systems.

Have you identified any specific workloads that actually perform better because they’re running as BEAM processes rather than simply being easier to develop and maintain there? I think the answer to that question would help clarify where this architecture really shines.