Tim,

But isn't it so expensive to use the AMF/HTTP comet technique on the
appengine? CPU usage can be extremely high. Or you have to use AMF/
HTTP polling which is not so responsive for gaming.

Thanks,

Kaz

On Mar 2, 7:43 pm, "tsp...@green20now.com" <tsp...@green20now.com>
wrote:
> Take a look at GraniteDS or other AMF supporting tools. I am using GraniteDS 
> to push data to a Flex client.
> It is fairly simple to setup so you can perform trsting and find the 
> limitations which would impact your game.
>
> Tim
>
> Sent from my Verizon Wireless Phone
>
> ----- Reply message -----
> From: "Jeff Schnitzer" <j...@infohazard.org>
> Date: Tue, Mar 2, 2010 3:50 AM
> Subject: [appengine-java] Flash arcade game GAE based
> To: <google-appengine-java@googlegroups.com>
>
> It would be extraordinarily difficult to use Appengine for this sort
> of project.  You probably want a server framework that supports
> persistent connections and in-memory state that won't disappear when a
> memcache server is flushed.
>
> Here's a good starting point:  
> http://en.wikipedia.org/wiki/List_of_game_engines
>
> Jeff
>
>
>
> On Sat, Feb 27, 2010 at 11:58 PM, Ahmed Khalifa <derkhal...@gmail.com> wrote:
> > hi all,
> > I am writing a multiplayer flash arcade game in actionscript .. i have
> > discovered GAE recently and thought that it might be a very good
> > choice for building and hosting my server ..
> > however, i realize that arcade games need an almost realtime
> > responsive capacity from the server .. besides the server has to be
> > looping on receiving position object of Client A, storing it in a DB,
> > Fetching Client B position object and sending it back .. this will
> > result in a huge number of DB requests either storing, fetching or
> > deleting which will quickly exhaust the CPU quota for the
> > application ..
>
> > So, I was wondering if any one had an idea or a reference to come
> > around these two problems of real time response and CPU exhaustion by
> > DB calls
>
> > best regards,
> > A. Khalifa
>
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