I believe Node.js / socket.io was smarter than that...

On Sun, Jun 26, 2011 at 10:10 PM, Trevor Orr <[email protected]> wrote:

> So then if I am wanting to do peer/peer communications then I would need to
> rewrite my whole game in Java or Flash or something like that?
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> On Sun, Jun 26, 2011 at 1:07 PM, Fli7e <[email protected]> wrote:
>
>> node is nice but cannot be used on e.g. a shared hosting environment
>> where i am not allowed to bind ports or run permanently forked
>> processes.
>>
>> about comet: persistent open connections will burn your webhoster all
>> the way if you persistently keep two webserver process up all the time
>> (one for you, one for your opponent).
>>
>> Imagine your game is going to be played but - hmmm, 1000 People ...
>> This will result in 1000 persistent open Webserver Processes, 1000
>> persistent interpreter (PHP/Ruby whatosever) Processes, maybe (i bet)
>> 1000 open Database Connections ... all eating memory (at least the
>> base memory).
>>
>> Either Comet nor node are shared hosting compatible and Comet in
>> particular - even if it is a nice feature - will buttkick your
>> webserver environemnt.
>>
>> I remember a discussion on this Group about Comet/Node and all the pro/
>> cons ... Maybe a search can help you to discover and explore the long
>> discussion about it :-)
>>
>> On 26 Jun., 21:32, verylastminute <[email protected]> wrote:
>> > I would recommend, instead of comet, that you consider using nodejs<
>> http://nodejs.org/>+
>> > socket.io.
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