Riot Engineering: LoL vs. the Real-time Internet PT. II

By Rumtumtummers

Back in November,we took some time over on the tech blog to outline the challenges we face in running a game that demands real-time action and response times on top of an internet that wasn’t exactly constructed with that type of stuff in mind. In this second post, tech director Peyton Maynard-Koran walks through the basics of the best solution we could find: Building our own internet.

It’s not as crazy as it sounds. Check out the details here: Fixing the Internet for Real-Time Applications: Part II

3 years ago

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