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? > > > > > 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. > > >
