Hi everyone,

I'm trying to figure out which PaaS, if any, would suit my project best. 
I've been searching and reading a lot but I'm still pretty new to this and 
would like your opinion on the subject.

My project is a physic based multiplayer game. The simulation is run server 
side and is controlled by the input of players. About 60 times a second, it 
broadcasts all changes to the players that share the same world. Each world 
is run independently and accepts between 4 and 8 players.

Right now, my prototype isn't optimized at all but I can already see that 
I'll need to horizontally scale it at some point, so I'm trying to figure 
out how it's going to be done.

I understand I could do it on an IaaS like Joyent but I would like to see 
if there's a PaaS out there that would simplify my work.

Here are the requirements for the project:

1) While the number of concurrent connections might be low, the CPU usage 
can be high, the solution needs to scale not only on the amount of 
concurrent connections but also on the amount of CPU used. For example, 
correct me if I'm wrong but I believe Nodejitsu only scales based on 
concurrent request and hence isn't suited for CPU heavy app. The 
application would just slows down and never scale because it doesn't reach 
a specific concurrent connection threshold.

2) Low latency is also very important, this isn't a farm game, it's a 
physic simulation with moving objects. At 50ms, my prototype plays really 
smoothly but past 100-150ms, the experience starts to suffer. I need to be 
able to make sure it stays low or act accordingly when it gets high.

3) The server sends a lot more data than it receives, so I expect this 
could also be a bottleneck.

That's basically it, any advice, pointers, tips are welcome.

Thanks in advance.

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