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.
> 
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