[nodejs] Re: multiplayer game: scaling lots of gamerooms

2013-01-12 Thread DerDree
you want to finish your thesis topic and learn >> something, starting from simple is a wise choice. >> You may consider pomelo when your project scale up. Hoping the pomelo >> example and tutorial can still inspire you. >> >> >> On Friday, January 11, 201

[nodejs] Re: multiplayer game: scaling lots of gamerooms

2013-01-10 Thread DerDree
Github: https://github.com/NetEase/pomelo > > On Thursday, January 10, 2013 5:02:26 PM UTC+8, DerDree wrote: >> >> Thank you both very much. That are two nice solutions for this kind of >> problem. >> >> I studied the solutions and am I right that the main idea behi

[nodejs] Re: multiplayer game: scaling lots of gamerooms

2013-01-10 Thread DerDree
Thank you both very much. That are two nice solutions for this kind of problem. I studied the solutions and am I right that the main idea behind these is to instantiate more processes for handling the websocket messages? This was also one of my ideas aboth. Altough I would like to try programmi

[nodejs] multiplayer game: scaling lots of gamerooms

2013-01-08 Thread DerDree
I'm programming a multiplayer game using node.js and socket.Io and during that work I got some questions and thoughts concerning performance. At the moment only one gameroom can be opened and the socketio server does forward basic messages like direction changes of players to the other connecte