Because it is easy to use and allows me to get the jobs done. While I have a limited knowledge of the server side, I managed to build a working prototype quite easely. Node and npm is also a real joy to work with. Things just seems to work.
Also, with node and javascript I can run the same simulation client side and server side. This is a big plus because it will allow me to more "easely" implement client interpolation and input prediction. I understand using a pure c/c++ solution would be faster, but for now the advantages of using javascript with node are bigger than not using it. In short: - Easy to use - Works well - Code sharing for client and server - Fun and sanity :) Le mardi 25 septembre 2012 03:23:14 UTC-4, greelgorke a écrit : > > just for interest, why do you use a cpu heave application on node, which > is built to serve I/O-heavy application? > > Am Montag, 24. September 2012 22:21:12 UTC+2 schrieb David: >> >> 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. >> >> -- Job Board: http://jobs.nodejs.org/ Posting guidelines: https://github.com/joyent/node/wiki/Mailing-List-Posting-Guidelines You received this message because you are subscribed to the Google Groups "nodejs" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en
