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

2013-01-12 Thread DerDree
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

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

2013-01-10 Thread Brian Link
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

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

2013-01-10 Thread Charlie Edward
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

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

2013-01-10 Thread DerDree
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

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

2013-01-10 Thread Charlie Edward
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

[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] Re: multiplayer game: scaling lots of gamerooms

2013-01-08 Thread Evan
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