I'm just thinking about possibility of Erlang for game server. (oh I'm not Erlang expert, just considering stage) This means using Actor Model for game simulation. Of course, most biggest attraction is its concurrency distributed over multiple nodes.
My current huge question is how should I perform multi-actor interactions like collision detection. (this is just an example)
Though collision detection is essentially required in any game, but in the nature of Actor Model, it doesn't look efficient and even doesn't make sense, because it needs globally synchronized state query and update over all the targeting actors. And if I use any of synchronization, it overrides all benefits of Erlang's actor model.
Of course targeting actors at a time can be smaller if I use space partitioning correctly, but it's just an optimization, not a principal answer. Or is this a correct answer for this question? Decreasing range of synchronization by decreasing number of interacting actors?