Eventually, yes! The origin story of Jazz is that I did a lot of experiments and research to convince myself of satisfying performance characteristics. Right now, the pure-TypeScript implementation is not very optimised and I'm very intentionally optimising it as needed for early adopter apps instead of predicting where bottlenecks are. So if you start building a chat app with 10s of thousands of users interacting, we'll make sure that's possible by when you want to launch.
This lets us more easily prioritise features vs performance.
this is amazing, keep up the great work. been wanting something like this forever
Not to go off topic but isn't performance metrics your responsibility ? Those are small numbers in reality, but if you are not performing your own tests and trusting the maintainer/publisher instead then you're not doing your 'day-job' properly.
Re:Jazz – Apps with Distributed State
by softfalcon on Tuesday October 08, 2024 @11:49AM
(#41778694)
Yeah, I hear you. Which is why we assessed and designed our own platform for handling the above stated traffic (and much more) for multi-user real-time chat sessions.
The commenter seems to know a lot about Jazz, so I took the opportunity to ask further questions.
I made Jazz, that's why I know a lot about it ;)
(I now have people helping me)
Let me know if you'd like to know anything else.
I like the idea, I have some implementation questions but I’ll catch you on GitHub. Nice work so far though.
Good stuff, and I hope I didn’t come across too rude but 10k parallel is not a problem for even basic setups to manage, it’s a problem solved many different ways some out of the box some not. Maybe your question was phrased wrong. But hit into 10kk parallel, there’s an interesting metric to discuss optimization.
I’m reminded of the quasi meme “You have designed an infinitely scalable service for 10 clients “
Re:Jazz – Apps with Distributed State
by softfalcon on Wednesday October 09, 2024 @02:33AM
(#41785107)
10k parallel users I agree, but 10k receiving all updates from the other 9999 and vice versa can become quite a complex problem to solve.
Especially within time (latency), monetary hosting cost, and accuracy constraints.
For example, an MMO town with 10,000 connected clients all viewing the same complex session state of all other users and entities in one town.
That’s a lot of room for error. Or am I missing something?
That scenario is complex to me and has remained complex to me despite my various times building it out for various products.
Which brings in even more questions. What is the performance of these multiplayer experiences? Can I have 1000+ users all connected to the same chat session? What about 10,000?
(these numbers might seem high, but they're what I'm expected to deliver in my day-job)