Well, I do not think the simple version is as simple as you think. Game is more complex than web application in some aspects, you have to take care of a lot things, especially in multi-process environment. Servers communication, route, session management, broadcast, request/response, package parser, channel assignment, dynamic server extension, all these things will make your simple version game not simple at all, and error prone.
Using a framework is a much more reasonable way, actually your requirement is really close to pomelo. Take a try, really less code, and much more scalable. Github: https://github.com/NetEase/pomelo On Thursday, January 10, 2013 5:02:26 PM UTC+8, DerDree wrote: > > Thank you both very much. That are two nice solutions for this kind of > problem. > > I studied the solutions and am I right that the main idea behind these is > to instantiate more processes for handling the websocket messages? This was > also one of my ideas aboth. Altough I would like to try programming it by > my own in a simpler version rather than using a full framework. The main > functionality of my game is quite far in development and maybe I will use > this whole project for a thesis during my study. But these two projects > give a great inside in managing such thinks, that is very usefull. > > I also think that my particular game can work with a simpler solution just > now. I have completly seperated games (with each up to only 8 players max) > and there is no need to communicate between the different games. So I think > I just could try to open another process at a specific number of games > going on and then sending all new games to this new process until the first > process is not anymore at the limit. I just hope that the number of games a > process can handle will be acceptable so that there doesnt need to be too > much processes for a few games. > > But my concern would still be that, altough there are multiple processes > handling the messaging, it still would be only one machine. Are there any > studies on how many messages can be send in a second or half using multiple > processes on one machine? I could imagine at some point the machine reaches > its maximum network load, making more processes useless. Than this really > would need some complexer solution where maybe these frameworks would be > really handy. > -- 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 nodejs@googlegroups.com To unsubscribe from this group, send email to nodejs+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/nodejs?hl=en?hl=en