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.
>>>
>>

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