The Problem We Were Actually Solving
The problem wasn't just about handling a million events; it was about providing a seamless experience for our players, while also ensuring that our back-end system could scale horizontally. Our initial requirements seemed simple enough: process events, update the game state, and respond to player actions. But as we dug deeper, we realized that the event stream from our players would be a complex cocktail of actions, updates, and notifications.
We were dealing with events coming from different layers of the system, including game logic, user interactions, and server-side updates. Each event had its own structure, and some of them required specific processing – think of it as a million different types of instructions to execute.
Our first challenge was to design an event processing system that could handle this influx of data without breaking a sweat.
What We Tried First (And Why It Failed)








