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Re:Building multiplayer games with Socket.io and HTML5 Canvas by synthmeat on Saturday September 23, 2017 @08:14AM (#15319394)
I've carefully measured and worked toward 1TB/month/VPS at full load. Didn't get there, but now I'm at 2TB (still estimates). With socket.io and JSON, that'd easily blow up to few hundreds TB/month. DigitalOcean for now (but that might change in the future) still doesn't charge on overages, but you do get a slap on the wrist of some kind if you go way overboard, so it's preferable solution to other VPS providers.

It's good that you mention this, since I've heard "horror" stories of people working in this space earning about $10k/mo but spending as much and more on AWS.

Re:Building multiplayer games with Socket.io and HTML5 Canvas by nickrio on Saturday September 23, 2017 @10:20AM (#15319850)
Wow, I'm not a game dev pro. But 200 clients + 10K entities could cause that amount of traffic?
Re:Building multiplayer games with Socket.io and HTML5 Canvas by synthmeat on Saturday September 23, 2017 @10:25AM (#15319867)
Yeah, I've choked one office network on a client project (they went through VPN though) with bot tests. :D

But single-digit TB monthly outbound per VPS was not that surprising to me. Almost triple-digit one in naive implementation, scared the hell out of me first time around. Spent hours double and triple-checking and measuring. :D