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. > > -- > 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 -- 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. 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