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# snakes.run: rendering 100M pixels a second over ssh · eieio.games

**[Lobsters](https://daily.dev/sources/lobsters)** · 11 min read · 3 upvotes · 0 comments

## Summary

A developer built a massively multiplayer snake game playable over SSH, detailing three core engineering challenges: terminal display using Unicode block elements to achieve two pixels per character, bandwidth optimization from ~35 KB/s down to ~2.5 KB/s through stateful cell-diffing rendering and 4-bit color tracking, and CPU performance improvements achieving a 25x speedup. Key wins included replacing lipgloss with hand-rolled string functions, pre-allocating all string caches to reduce GC pressure from 15% to 0.5%, and forking Go's crypto library to strip OpenSSH keystroke timing obfuscation packets that were flooding the server. The result supports ~2,500 concurrent users rendering over 100 million pixels per second.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://eieio.games/blog/secure-massively-multiplayer-snake/>

## Similar posts on daily.dev

- [Why does SSH send 100 packets per keystroke? · eieio.games](https://daily.dev/posts/why-does-ssh-send-100-packets-per-keystroke-eieio-games-39cja7qnp) · Hacker News · 3 upvotes · 0 comments

---

Tags: [#performance](https://daily.dev/tags/performance), [#golang](https://daily.dev/tags/golang), [#ssh](https://daily.dev/tags/ssh)

[View this post on daily.dev](https://daily.dev/posts/snakes-run-rendering-100m-pixels-a-second-over-ssh-eieio-games-wcmuy5nco)

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