I think even the geometry computing is enought to cause some real troubles to the js mainloop. For exemple any serious game would have server-side physics calculation, at least for server side actions validation, and with the kind of game-world you're talking about I could guess it involves massive scene organisations and optimisations.
At least make a whole bunch of native C pluggins to make all the calculation intensive stuff, but then ,what's the point? I guess if you expect such big world you will have to go thrue server node repartition and synchronisation so you could even imagine to do all the fancy DB/webstyle/others stuff in NodeJs and have a dedicated C server for computational intensive stuff... Looks interesting thought! Good luck. Le jeudi 26 juillet 2012 04:01:14 UTC+7, Oliver Leics a écrit : > > On Wed, Jul 25, 2012 at 10:26 PM, Joshua Gross <[email protected]> > wrote: > > Next serious question: why use Node for this? > > Several years ago, EVE Online [1] (a really really massive MMORPG) > switched from python to stackless-python [2] because it impressively > increased the speed of world-calculations. > > > This is much better suited for rendering in C or C++. > > As always, do really time-critical calculations in C. Or even in Assembly. > > [1] http://www.eveonline.com/ > [2] http://www.stackless.com/ > -- Job Board: http://jobs.nodejs.org/ Posting guidelines: https://github.com/joyent/node/wiki/Mailing-List-Posting-Guidelines You received this message because you are subscribed to the Google Groups "nodejs" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en
