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Why We Abandoned Java for Our Treasure Hunt Engine and Em...
pretty ncube · 2026-05-31 · via DEV Community

The Problem We Were Actually Solving

I still remember the day our team realized that our Java-based treasure hunt engine was not going to cut it. We were building a massive online game with a custom engine, and performance was a major concern. The engine was responsible for handling thousands of concurrent players, each with their own set of actions and movements. Our Java implementation was struggling to keep up, with latency numbers averaging around 500ms. We tried to optimize the code, reducing object allocations and improving parallelism, but it soon became clear that the language itself was the constraint. The garbage collector was pausing the application for up to 200ms at a time, causing frustrating lag spikes for our players. We knew we had to make a change, but we were hesitant to abandon the familiarity of Java.

What We Tried First (And Why It Failed)

Before making the switch to Rust, we tried to tweak our Java configuration to see if we could squeeze out some more performance. We experimented with different garbage collector settings, trying to find the perfect balance between throughput and pause times. We also tried using profiling tools like YourKit to identify and optimize hotspots in the code. However, despite our best efforts, we just could not get the performance we needed. The engine was still struggling to handle the load, and we were starting to receive complaints from our players about the lag. It was then that we decided to take a closer look at Rust, a language that had been gaining popularity for its focus on performance and memory safety. We were attracted to its concept of ownership and borrowing, which seemed to offer a more efficient and predictable way of managing memory.

The Architecture Decision

After several weeks of experimentation and debate, we finally decided to take the plunge and rewrite our treasure hunt engine in Rust. It was not an easy decision, as we knew it would require a significant investment of time and resources. However, we were convinced that the potential benefits were worth the risk. We started by porting our existing Java code to Rust, using tools like j2rust to help with the translation. It was a challenging process, as we had to learn a new language and adapt to a different programming paradigm. However, as we delved deeper into the Rust ecosystem, we began to appreciate its unique features and idioms. We used the Tokio framework to build our asynchronous engine, and the serde library to handle serialization and deserialization. We also invested in a comprehensive set of tests, using the Rust testing framework to ensure that our code was correct and reliable.

What The Numbers Said After

The results were nothing short of astonishing. With our new Rust-based engine, latency numbers plummeted to an average of 20ms. The garbage collector was no longer a bottleneck, as Rust's ownership system allowed us to manage memory with precision and predictability. We also saw a significant reduction in memory usage, with our engine using up to 30% less RAM than its Java counterpart. The numbers were compelling, but what really mattered was the impact on our players. We received widespread praise for the improved performance, with many players reporting a much smoother and more responsive experience. We also saw a significant reduction in support requests, as the engine was now able to handle the load with ease. Using tools like perf and flamegraph, we were able to visualize the performance characteristics of our engine and identify areas for further optimization.

What I Would Do Differently

In retrospect, I would have liked to have started with Rust from the beginning. While the learning curve was steep, the benefits of the language have been well worth the investment. However, I also recognize that Rust may not be the best choice for every project. Its unique features and idioms can be intimidating for developers without prior experience, and the compilation times can be slower than those of other languages. If I were to start a new project today, I would carefully consider the tradeoffs and choose the language that best fits the needs of the project. I would also invest more time in learning the Rust ecosystem and its many libraries and frameworks. With the benefit of hindsight, I can see that our decision to switch to Rust was a pivotal moment in the development of our treasure hunt engine. It allowed us to build a high-performance engine that has exceeded the expectations of our players, and has given us a competitive edge in the market.