Hi, everybody I'm developing a NodeJS addon which is target as a high concurrency tcp ipv4/v6 server. I use pthread and epoll to implement the framework, and the performance seens very good. Maybe I will announce it in days, and its already months of work. I want to add support of client connection ability to it before the announce.
After that, I plan to add a serviceHandler method(in c/c++ addon way), for people using it, to implement their protocol/service of their usage. And it can run on pthread, although performance gain by pthread is not very good, but it still works. I would like to know how many concurrency connections and requests per second do people expect? and for a mmo server? There is people claim to achieve 140k requests/sec, is it good enough? Thanks *This is my first post here :) Stephan Bruny於 2012年7月27日星期五UTC+8下午3時38分49秒寫道: > > Lua is as capable as any other language ;) > And yes, it is faster when it comes to matrices because of its well > designed table-approach. > But it suffers from the same limitations as all dynamic languages do. > Doing all the calculations within Redis wouldn't speed up the system. BUt > it's a nice idea for another project, to make a completely data-driven game > that is calculated on the database... > > My idea so far is NodeJS doing all I/O-Stuff from/to the clients. This > will be fast as hell. > The procedural algorithm that calculates the galaxys geometry and physics > will be running in another C-Process that can emit events. > So Node will contain Networking-Routines and Game Logic. > > In an MVC (that I might choose for architecture) context Node would > represent models and controllers. > The C-Process would be a special model bound to the workflows within the > Node-Application, and the client contains views only. > > I'm not sure about the design of the C-Process - wether it's a library > running it's own thread or and independent program communicating via binary > protocoll or even another server? > I like to keep things as simple as possible and as small as possible. So a > simple (threaded) C-Library would be my favourite choice. > > The next problem is the galaxy-algorithm itself. It will include > techniques like Octrees, Level Of Detail, Cellurar Noise and Perlin Noise. > Alltogether mixed up with phyical, chemical and other parameters. > > So I guess my math teacher was right when he said, I will regret quitting > so many math-classes :-D > > > > On Friday, July 27, 2012 4:24:03 AM UTC+2, Johnny Honestly wrote: >> >> Is Lua capable of this? If so you can stream between Node.js and Redis, >> which has Lua scripting built in, and run your scripts right on your data. >> >> Curiously, the site says your scripts shouldn't be functions tho >> http://redis.io/commands/eval >> >> Is this your side project? >> >> On Wednesday, July 25, 2012 12:26:56 PM UTC-7, Stephan Bruny wrote: >>> >>> If you don't call me crazy then you are! >>> Some years ago I've been a game developer (NDS, PC, XBOX 360) but now I >>> earn my bucks with web development like most of us I guess? >>> I used NodeJS for middleware, small websites and applications within >>> service-environments and it always proofed to be blazing fast. >>> >>> But now comes the time to make a game again. A real huge thing. An I >>> mean huge ;) >>> Maybe some of you know what I mean when I say "Shores of Hazeron". >>> It's a mixture between (MMO)RPG, simulation and strategy within a whole >>> galaxy that is simulated on the server side. >>> >>> To make a short version of my idea: >>> The game simulates an entire dwarf-galaxy (about 8000 light years) where >>> we put like 5 alien races. >>> The player has a lot of crafting abilities, can build houses, invent >>> technology, etc. to finally build a rocket flying to the moon(s) orbiting >>> his home world. >>> The player's race might colonize it's solar system and head for >>> intergalactic travelling and maybe meet one of the other races...and >>> then...phew phew phew. ;) >>> >>> You might expect a game design document, but I'm working as a product >>> manager within an agile team, and I'd say, as long as I don't need to sell >>> something to a publisher, I can keep it agile from the idea to the >>> implementation. >>> >>> Technically there are some hard rocks to break. >>> Rendering a galaxy from the thousands of lightyears down to the insects >>> on a little plant is a very tough task. >>> Using procedural algorithms is the way to go (using a highly modified >>> version of a noise algorithm). And this technique is pretty much 1984 - >>> implemented in the game Elite. >>> But procedural algorithms might also be a problem within NodeJS because >>> of blocking? >>> It would also be very interesting to have a RESTful interface for the >>> client side. >>> A blazing fast storage system is also needed. I wanted to use Redis for >>> this. But maybe there is something more JS-Like? >>> >>> I know there are some demos around there with similar ideas (like the >>> infinity space game). But it's not exactly what I want, because I really >>> never care about graphics, but about game play. >>> And I want to make a game where the player is pretty free, never bored >>> and where the game changes according to the actions of its players. >>> >>> I'd like to hear your suggestions. (But please don't tell me that it >>> will be hard or impossible - it never is impossible, but always hard, I >>> know that :-D) >>> Maybe you might even like to join me and support the game with your >>> ideas and/or your coding abilities. >>> We'd open up a forum or something for communication and project >>> management maybe. >>> >> -- 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
