Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
Well good luck in any case. Hopefully Storm will be what you need some other time. On Sun, Jun 8, 2014 at 10:27 PM, joe roberts wrote: > Thanks Ted. > > My apologies for the inconsistency on my statements - I will confess that > I am new to the world of game development, so I am learning as q

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Thanks Ted. My apologies for the inconsistency on my statements - I will confess that I am new to the world of game development, so I am learning as quickly as I can by reading a lot and asking questions and every person like you who is willing to take time from their busy day to help me with

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
So it looks like what you are trying to do is build a reliable shared state server? Possibly with installable business rules in front of that? That seems to conflict with your previous statements, but typically the way that this is done is to use a quorum update scheme (if you want consistency) o

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
On 6/9/2014 12:34 AM, joe roberts wrote: Sure. Here is some of the logic for the game server (reformatted for better reading): Entity Movement ( players, AI, etc) * Unreliable (UDP) * Update occur within milliseconds * Server Retains last message * Server side validation against cheati

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Sure. Here is some of the logic for the game server: * o ChatEntity Movement ( players, AI, etc) + Unreliable + Update occur within milliseconds + Server Retains last message + Server side valid

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Hi Ted, I don't really want to use Python myself, but I plan to support it if someone wants to use it. Mainly, I plan on supporting C/C++ code, and perhaps C# and some scripting languages like LUA to add the ability to add plug-ins to the game server once it is released. The idea is that o

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
Joe, Can you define a bit more about what you are trying to do? Terracotta is a fine thing, but it doesn't usually give you want you have been asking for so far. On Sun, Jun 8, 2014 at 9:13 PM, joe roberts wrote: > Thanks Michael - this is a great and helpful explanation! When you > menti

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
Ben's advice about stateless servers is sound. For lots of apps like this, you can simple round-robin through the available servers until you find a nice one, then stick with it until it goes down. If you want serious speed, you need to be be defining what kind of speed you want start making meas

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Thanks Michael - this is a great and helpful explanation! When you mention "stateless set of servers", do you mean something like Terracota? If not, is there another solution that you would recommend? I actually started reading about Terracota and I also run into this: http://www.smartfoxse

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
If you read the replies on the SO question, you will find lots of people refuting the "UDP is faster" mantra. If you haven't already benchmarked Storm to determine the latency and if you are thinking that you might want to use Python for message handling, then you have already given up far more th

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Thanks for taking the time to answer my questions Ben. Best Regards, Joe On 6/8/2014 9:43 PM, Benjamin Black wrote: you are talking about the relatively small latency introduced by one transport vs another at the same time you indicate wanting to write parts in arbitrary languages, including

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
And thanks for taking the time to answer my questions Ted...it is much appreciated. Regards, Joe On 6/8/2014 11:14 PM, joe roberts wrote: Based on this articles, it is. http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ http://stackoverflow.com/questions/47903/udp-vs-tcp-ho

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Michael Rose
You could make Storm do what you want, but it's not going to work well for you. A normal client/server is vastly more suited to the type of workload you want. UDP may have less overhead, but overall a stall in processing is much more costly. In a datacenter, TCP is the way to go for reliable commu

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Based on this articles, it is. http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/ http://stackoverflow.com/questions/47903/udp-vs-tcp-how-much-faster-is-it http://www.diffen.com/difference/TCP_vs_UDP http://www.skullbox.net/tcpudp.php. The real-time game server that I am wri

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
Why do you think that UDP is faster? On Sun, Jun 8, 2014 at 6:27 PM, joe roberts wrote: > To make it faster! > > > On 6/8/2014 8:27 PM, Ted Dunning wrote: > > > On Sun, Jun 8, 2014 at 12:12 PM, joe roberts < > carl.roberts.zap...@gmail.com> wrote: > >> Also, it seems Storm uses TCP via ZeroM

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Benjamin Black
you are talking about the relatively small latency introduced by one transport vs another at the same time you indicate wanting to write parts in arbitrary languages, including python, and intending to run it all on a single machine. this is not a good way to computer. On Sun, Jun 8, 2014 at 6:38

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Benjamin Black
the answer is no. On Sun, Jun 8, 2014 at 6:25 PM, joe roberts wrote: > Thanks for your response - it is much appreciated. I looked at > Ordasity, but I am not sure it handles writing code / rules in different > languages like Storm does, which is one of the primary reasons that I > wanted to

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
To make it faster! On 6/8/2014 8:27 PM, Ted Dunning wrote: On Sun, Jun 8, 2014 at 12:12 PM, joe roberts mailto:carl.roberts.zap...@gmail.com>> wrote: Also, it seems Storm uses TCP via ZeroMQ by default -Is that right? And if so, can it be switched to use UDP or UDT instead, per

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Thanks for your response - it is much appreciated. I looked at Ordasity, but I am not sure it handles writing code / rules in different languages like Storm does, which is one of the primary reasons that I wanted to use Storm. Also, regarding scalability, yes, my plans are to code for it an

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Ted Dunning
On Sun, Jun 8, 2014 at 12:12 PM, joe roberts wrote: > Also, it seems Storm uses TCP via ZeroMQ by default -Is that right? And > if so, can it be switched to use UDP or UDT instead, perhaps by replacing > ZeroMQ with Netty? > Why would you want that?

RE: Time Partitioning of Tuples

2014-06-08 Thread Dan
I've not used it, but you might look at: https://github.com/buildlackey/cep/tree/master/esper%2Bstorm%2Bkafka -Dan From: l.p.pe...@newcastle.ac.uk To: user@storm.incubator.apache.org Subject: RE: Time Partitioning of Tuples Date: Sun, 8 Jun 2014 21:40:37 + Hi, Is there anybody who has a

RE: Time Partitioning of Tuples

2014-06-08 Thread Lesego Peter
Hi, Is there anybody who has already embedded Esper into Storm? -Lesego From: Dan [dcies...@hotmail.com] Sent: 07 June 2014 02:04 To: user@storm.incubator.apache.org Subject: RE: Time Partitioning of Tuples You might look at Esper. I believe someone has even embed

Re: Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread Benjamin Black
tl;dr - no. the aspect you left out of your list is latency. storm, like most stream processing systems, is throughput oriented, not latency oriented. think hundreds to thousands of milliseconds rather than tens. what you've described so far is not a good candidate for any stream processing system

Are Real-Time Game Servers a good use case for Storm

2014-06-08 Thread joe roberts
Hi, I am starting to look at Storm as a possible candidate for a writing the business logic for a real time game server and I am interested in your opinion and if you think this would be a good use case for Storm. Basically here is a rough view / flow of the architecture that I want to use: