Thanks for your advices. I have made some coding and tried achiving a
simple solution for my problem and so far it works, but I think its maybe
not the best solution and has some shortcommings I just dont know yet. I
tried it not with my game but as a short prototype and it seems to work.
Trans
Not exactly the same scenario as you but we have a chat-based app that also
communicates 'mood' stats every 5 seconds as well as other administrative
messages. We had to build it robust enough to handle 3-5k users chatting
at a pretty high frequency so we definitely needed multiple physical
ma
Yeah, you are right, if 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, 2013 12:51:15 AM UTC+8, DerDree wro
Thanks for your suggestions. Sure I will give the framework a try but Im
quite forward with my game so I dont want to start at the beginning again,
so I need to figure out how to combine it with my actual version.
Also like I said it is possible that I want to make this project to my
thesis topi
Well, I do not think the simple version is as simple as you think. Game is
more complex than web application in some aspects, you have to take care
of a lot things, especially in multi-process environment. Servers
communication, route, session management, broadcast, request/response,
packa
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
I've been working on a little node server framework that was started for a
similar problem: http://actionherojs.com actionHero uses socket.io
for websocket clients, but also extends the chatroom metaphor for TCP/TLS
and even HTTP/S clients as well. It supports cluster and multiple servers
(vi