On 02/11/2012 00:14, Nick Sabalausky wrote:
On Thu, 01 Nov 2012 23:45:17 +0100
Faux Amis <[email protected]> wrote:
I have very little server exp and the little I have is from node.js
tutorials. I have heard about node.js being used as a game server.
Could vibe.d be used as a multiplayer game server?
And, how (well) does it scale?
Far better than node.js. Actually, vibe.d is known to scale very well,
and it does scale very well in my own tests.
Node.js isn't something I would really recommend for much of anything,
especially a multiplayer game server. No matter how fast its JS engine
is, it's still JS and therefore will *always* be notably slower
than real native code (Yea, JS can run Quake 2, but so what? A *Pentium
1* can run Quake 2).
Plus node.js's design is awkward to use (ie, it's async I/O is very
awkward compared to the way Vibe.d handles it, and it's EASY to end up
holding up the entire server just because of one slow request). Plus
IMO JS is just not a nice language to deal with in the first place.
People use JS on the client because it's the only real choice. The
server side other options.
If you're not scared off of node.js yet, read this:
https://semitwist.com/mirror/node-js-is-cancer.html (The original
link is dead, so I have it mirrored there, minus the CSS so it looks
ugly, sorry.)
I actually read that website when I tried out node.js. I thought vibe.d
would suffer the same locking behaviour.