BLACK SKIES ARCHITECTURE · EPISODE 1 OF 7
Introduction & Architecture Overview
· 18:00 ·
#distributed-systems#architecture#black-skies
Problem framing: why naive fan-out breaks at scale. An overview of the Black Skies distributed architecture and the constraints that shaped our design decisions.
Overview
This episode introduces the core problem: how do you build a real-time tactical game that supports 10,000 concurrent players in a single contiguous battle without time dilation?
Key Topics
- Why EVE Online’s Fury at FWST-8 matters (6,557 players @ 10% time dilation)
- The fan-out bottleneck: why broadcasting every event to every client doesn’t scale
- Spatial partitioning as the fundamental insight
- The 2 Hz tick rate decision and its implications
Timestamps
0:45 · Introduction 3:20 · The 10K player challenge 7:15 · Why fan-out fails 12:30 · Spatial partitioning with H3
Architecture Diagram
The system uses a three-tier state model:
- Coordination tier (etcd): Linearizable fencing tokens for tile ownership
- Hot state tier (Redis): Per-tick entity positions, cooldowns, combat state
- Cold storage tier (DynamoDB): Entity identity, inventory, persistent progression
Next Episode
Episode 2 covers node failure detection and cluster membership using SWIM gossip protocol.