AmbonMUD
Production-grade MUD game server with tick-based engine, dual telnet + WebSocket transports, React/PixiJS web client, and horizontally-scalable distributed architecture with gRPC engine/gateway separation.
- Single-threaded coroutine engine eliminates concurrency bugs by design
- Three deployment topologies (standalone, engine, gateway) from one codebase — scale horizontally without code changes
- Deterministic testing via injected clock — simulate hours of game time in microseconds
- Write-coalescing persistence chain reduces I/O by orders of magnitude under load