From 2a94d702735296d1c249eea625d223d467cfb9d9 Mon Sep 17 00:00:00 2001 From: JawherKl Date: Tue, 25 Mar 2025 17:50:07 +0100 Subject: [PATCH] Improve epoll content with many resource. --- .../content/epoll@qaWv4gxnnj3uX8lEm9KQ4.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/src/data/roadmaps/server-side-game-developer/content/epoll@qaWv4gxnnj3uX8lEm9KQ4.md b/src/data/roadmaps/server-side-game-developer/content/epoll@qaWv4gxnnj3uX8lEm9KQ4.md index e69de29bb..ec0b17aa2 100644 --- a/src/data/roadmaps/server-side-game-developer/content/epoll@qaWv4gxnnj3uX8lEm9KQ4.md +++ b/src/data/roadmaps/server-side-game-developer/content/epoll@qaWv4gxnnj3uX8lEm9KQ4.md @@ -0,0 +1,14 @@ +# epoll + +**epoll** is a high-performance I/O event notification system in Linux, essential for handling +large-scale asynchronous network operations in server-side game development. Unlike `select` +or `poll`, it uses an event-driven model, reducing CPU overhead and improving scalability. +Game servers leverage epoll to efficiently manage thousands of concurrent connections, +responding only when events occur, minimizing system calls, and optimizing resource +usage—making it ideal for multiplayer games and real-time applications. + +Visit the following resources to learn more: + +- [@documentation@Linux epoll API](https://man7.org/linux/man-pages/man7/epoll.7.html) +- [@article@Understanding epoll for Scalable Network Servers](https://medium.com/@copyconstruct/the-method-to-epolls-madness-d9d2d6378642) +- [@article@epoll vs select vs poll](https://devarea.com/linux-io-multiplexing-select-vs-poll-vs-epoll/) \ No newline at end of file