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Hollywood

MITGov1.0.5

A blazingly fast, low-latency actor engine written in Go for building highly concurrent and distributed systems.

GitHubGitHub
2.3k stars178 forks0 contributors

What is Hollywood?

Hollywood is a high-performance actor engine written in Go that implements the Actor Model for building highly concurrent and distributed systems. It enables developers to create scalable, fault-tolerant applications through message-passing between independent actors, with a focus on speed and low latency.

Target Audience

Go developers building low-latency, high-throughput systems such as game servers, trading engines, advertising brokers, or any distributed application requiring robust concurrency.

Value Proposition

Developers choose Hollywood for its exceptional performance (10 million messages/second), lightweight design, and built-in support for clustering, remote actors, and WebAssembly compilation, all while maintaining simplicity and extensibility.

Overview

Blazingly fast and light-weight Actor engine written in Golang

Use Cases

Best For

  • Building game servers requiring high message throughput
  • Developing low-latency trading or financial engines
  • Creating distributed advertising or real-time bidding systems
  • Implementing fault-tolerant microservices architectures
  • Writing concurrent applications that compile to WebAssembly
  • Scaling actor-based systems across clusters with self-discovery

Not Ideal For

  • Projects with simple, sequential logic that don't benefit from actor-based concurrency
  • Teams working in non-Go environments or preferring lightweight goroutines without abstraction
  • Applications requiring mature GUI tooling or out-of-the-box monitoring dashboards

Pros & Cons

Pros

Ultra-High Throughput

Benchmarks show 10 million messages per second using optimized protobuf and dRPC transport, as highlighted in the README, making it ideal for low-latency applications like trading engines.

Fault-Tolerant Design

Guaranteed message delivery via buffer mechanisms and actor supervision hierarchies ensures system resilience, even on actor failure, as described in the features section.

Flexible Communication Patterns

Supports fire-and-forget, request-response, or both messaging styles, allowing developers to tailor communication to specific use cases without overhead.

Distributed Cluster Support

Enables self-discovering actors across networks for scalable deployments, with examples in the remote and chat examples demonstrating distributed capabilities.

WASM Compilation Target

Compiles to WebAssembly for both GOOS=js and wasm32, extending usability to web and embedded environments, a unique feature noted in the README.

Cons

Protobuf Overhead for Remote

Remote communication requires protobuf definitions for serialization, adding setup complexity compared to local-only use, as admitted in the quickstart section for remote actors.

Ecosystem Immaturity

As a newer project, it lacks the extensive tooling, libraries, and community support of established actor frameworks like Akka, which may hinder integration in complex systems.

Go Version Dependency

Requires Golang 1.21 or higher, potentially blocking teams on older versions or legacy projects from adoption without upgrades.

Frequently Asked Questions

Quick Stats

Stars2,317
Forks178
Contributors0
Open Issues11
Last commit1 month ago
CreatedSince 2023

Tags

#cluster-computing#distributed-systems#game-servers#fault-tolerance#low-latency#golang#wasm#microservices#actor-model#message-passing#concurrency#protobuf

Built With

P
Protocol Buffers
G
Golang
W
WebAssembly

Included in

Go169.1k
Auto-fetched 18 hours ago

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