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/ 
>

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