thank you for mentioning and sharing your experiences with pubnub, althought it seams a bit expensive for my purpose (at least the pay as you go system, haven't calculated the prepaid options yet). It looks interesting for applications with somehow "moderate" update rates / pushes, since you get the whole package from client to server apis, but in my case here, it looks really expensive.
If i understand the pricing model right, i would pay 5 credits per message on a broadcast to 4 players (currently the maximum player size per game), 1 to the system and 1 for each player. One credit costs "only" $0.0001 (which makes $0.0005 per broadcast), which doesn't look much, but throughout a game, there are a few of those. Let's say each player performs every 4 seconds an action that requires a broadcast, results in 1 broadcast per second per hosted game. That would cost a lot of money. Guess that an ec2 instance would cost way less and running the game logic directly their would also reduce the latency and the load of other instances. -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To view this discussion on the web visit https://groups.google.com/d/msg/google-appengine/-/jKU_t6a20QsJ. To post to this group, send email to google-appengine@googlegroups.com. To unsubscribe from this group, send email to google-appengine+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/google-appengine?hl=en.