the only thing crazy about this idea is the low number of alien
species, I mean,
only 5 across 8000 light years?

On Sat, Jul 28, 2012 at 6:52 AM, Robert L <[email protected]> wrote:
> 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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