| name | programming-languages |
| description | Core programming languages for game server development including C++, C#, Go, Rust |
| sasmp_version | 1.3.0 |
| version | 2.0.0 |
| bonded_agent | 01-game-server-architect |
| bond_type | PRIMARY_BOND |
| parameters | {"required":["language"],"optional":["runtime_version","optimization_level"],"validation":{"language":{"type":"string","enum":["cpp","csharp","go","rust","java","nodejs"]},"optimization_level":{"type":"string","enum":["debug","release","profile"],"default":"release"}}} |
| retry_config | {"max_attempts":1,"fallback":"none"} |
| observability | {"logging":{"level":"info","fields":["language","compile_time_ms"]},"metrics":[{"name":"compilation_duration_seconds","type":"histogram"}]} |
Programming Languages for Game Servers
Master high-performance languages for real-time game server development.
Language Comparison
| Language | Performance | Memory | Concurrency | Use Case |
|---|
| C++ | Highest | Manual | Threads | AAA, FPS |
| Rust | High | Safe | Async | New projects |
| Go | High | GC | Goroutines | Microservices |
| C# | Medium | GC | Async | Unity, casual |
| Java | Medium | GC | Threads | MMO |
C++ Game Server
#include <boost/asio.hpp>
class GameServer {
public:
GameServer(boost::asio::io_context& io, short port)
: acceptor_(io, tcp::endpoint(tcp::v4(), port)) {
start_accept();
}
private:
void start_accept() {
auto socket = std::make_shared<tcp::socket>(acceptor_.get_executor());
acceptor_.async_accept(*socket,
[this, socket](boost::system::error_code ec) {
if (!ec) handle_connection(socket);
start_accept();
});
}
tcp::acceptor acceptor_;
};
Go Server
type GameServer {
players sync.Map
tick *time.Ticker
}
handlePlayer(conn net.Conn) {
conn.Close()
{
msg := readMessage(conn)
s.processMessage(msg)
}
}