Just remember that you have 16.66ms to do any calculations to produce a fluid 60 frames per second. If part of the illusion of creating a seamless game world that is querying the positions of objects, then transferring them to a client, you have make that query as quick as possible to keep that illusion going. We have experimented keeping game objects in redis and updating N number of server processes with pubsub... we could get 1-5ms response time all on the same box. Still good for gaming at that point, so db work isnt off of the plate
On Sun, May 18, 2014 at 1:41 PM, Aria Stewart <[email protected]> wrote: > > On May 18, 2014, at 6:02 AM, Paul Vencill <[email protected]> wrote: > > > I've never done game dev, but I'm curious if there's anything to be > gained by offloading this kind of query to the database? Most dbs now > (including mongodb) have pretty robust index and search capabilities > specifically built for bounding box and shape style queries. > > I’d imagine that for a couple thousand nodes, doing it in-core would be a > lot lower latency. BEyond that, worth considering. > -- Thanks, Joshua Taylor Lunsford -- Job board: http://jobs.nodejs.org/ New group rules: https://gist.github.com/othiym23/9886289#file-moderation-policy-md Old group rules: 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 unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/nodejs/CABPQR%3DF1HAePkTH-L09tQiQcv67WL2OuRQSpqFKJ__7DtUi8dQ%40mail.gmail.com. For more options, visit https://groups.google.com/d/optout.
