Nodejitsu does not have any of the limitations discussed here, plus we can do the things you talked about.
Nuno Sent from my iPhone On Sep 25, 2012, at 3:41 PM, David <[email protected]> wrote: > Because it is easy to use and allows me to get the jobs done. While I have a > limited knowledge of the server side, I managed to build a working prototype > quite easely. Node and npm is also a real joy to work with. Things just seems > to work. > > Also, with node and javascript I can run the same simulation client side and > server side. This is a big plus because it will allow me to more "easely" > implement client interpolation and input prediction. > > I understand using a pure c/c++ solution would be faster, but for now the > advantages of using javascript with node are bigger than not using it. > > In short: > - Easy to use > - Works well > - Code sharing for client and server > - Fun and sanity :) > > Le mardi 25 septembre 2012 03:23:14 UTC-4, greelgorke a écrit : > just for interest, why do you use a cpu heave application on node, which is > built to serve I/O-heavy application? > > Am Montag, 24. September 2012 22:21:12 UTC+2 schrieb David: > Hi everyone, > > I'm trying to figure out which PaaS, if any, would suit my project best. I've > been searching and reading a lot but I'm still pretty new to this and would > like your opinion on the subject. > > My project is a physic based multiplayer game. The simulation is run server > side and is controlled by the input of players. About 60 times a second, it > broadcasts all changes to the players that share the same world. Each world > is run independently and accepts between 4 and 8 players. > > Right now, my prototype isn't optimized at all but I can already see that > I'll need to horizontally scale it at some point, so I'm trying to figure out > how it's going to be done. > > I understand I could do it on an IaaS like Joyent but I would like to see if > there's a PaaS out there that would simplify my work. > > Here are the requirements for the project: > > 1) While the number of concurrent connections might be low, the CPU usage can > be high, the solution needs to scale not only on the amount of concurrent > connections but also on the amount of CPU used. For example, correct me if > I'm wrong but I believe Nodejitsu only scales based on concurrent request and > hence isn't suited for CPU heavy app. The application would just slows down > and never scale because it doesn't reach a specific concurrent connection > threshold. > > 2) Low latency is also very important, this isn't a farm game, it's a physic > simulation with moving objects. At 50ms, my prototype plays really smoothly > but past 100-150ms, the experience starts to suffer. I need to be able to > make sure it stays low or act accordingly when it gets high. > > 3) The server sends a lot more data than it receives, so I expect this could > also be a bottleneck. > > That's basically it, any advice, pointers, tips are welcome. > > Thanks in advance. > > -- > 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. 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
