Hi Stephen
Would like to join your project. My motivation is
learning node and game development. I really like the you idea. If future
would like to work on chess game.
-arvind
On Thu, Jul 26, 2012 at 9:59 AM, Lou-adrien Fabre <[email protected]>wrote:
> 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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