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Using Orleans to Build Halo 4’s Distributed Cloud Services in Azure

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This talk will detail how the Halo 4 team at 343 Industries used the Orleans technology from Microsoft Research to build the cloud services that power the Halo 4 blockbuster title. Attendees will learn about the paradigm shift that the team went through to think about building cloud-native services using Orleans and how that transition resulted in their ability to rapidly design services that are simpler to maintain and evolve as well as being easier to conceptualize. Participants will leave this talk understanding how to use Orleans to build highly-concurrent, stateful services that scale-by-default. Participants will also learn how the virtual actor concept makes it easier to reason about and achieve fault-tolerance in the cloud.

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  • IMO, the best thing announced at Build 2014. Something like this truly enables the scale and power of Azure to be harnessed and utilized more fully.

    Hoping to see this gain traction and for it to become a name in the .NET family (just like SignalR).

  • Very good presentation especially hearing from users of this platform.

    This distributed, fault-tolerant computing platform paradigm exists for long time in Erlang built into the language. It is nice to see this emerging in .NET too taking away the burden of focusing on complex scenarios of infrastructure instead of the application when building large scale systems.

  • Azure usage:   Hoop Somuah spoke of having every user and game played stored,  streaming content out to attached apps, and all the other general processing going on.

    It would be interesting to know which Azure features are used, and what kind of monthly bill $$$ gets generated  (for halo spartan).

     

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