As far as we know we are the only intelligent (whatever this means) species in our galaxy, that is much bigger than 8000 lightyears (it's 100,000ly to 120,000ly according to my astronomy book). So I think 5 species in one little dwarf-galaxy is a lot!
Am Sonntag, 29. Juli 2012 19:02:51 UTC+2 schrieb Dominic: > > 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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