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.
>>
>>

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