News for hackers. Stuff that matters.
Re:Bomberman massively multiplayer in HTML5 by irahul on Wednesday February 27, 2013 @06:56PM (#5295949)
What are you serving with node? Chat?
Re:Bomberman massively multiplayer in HTML5 by jiggy2011 on Wednesday February 27, 2013 @08:02PM (#5296233)
I assume he means that node + nginx runs the game at the HTTP level but the actual game engine and logic are in Java.
Re:Bomberman massively multiplayer in HTML5 by rartichoke on Wednesday February 27, 2013 @09:54PM (#5296678)
But wouldn't the game just be connected straight to Java over websocket once the client has been paired to the server?

From the looks of it I don't think they are using Node for anything related to the game itself. At best it might be used to pair a client to a server but that's basically nothing.

Re:Bomberman massively multiplayer in HTML5 by jiggy2011 on Wednesday February 27, 2013 @10:09PM (#5296732)
Not really sure, perhaps the game itself isn't web-aware and they just use node.js to pull messages in and out because it is fast?

Will have to see if Ivan replies to know for sure. :)

Re:Bomberman massively multiplayer in HTML5 by ivanpopelyshev on Wednesday February 27, 2013 @10:25PM (#5296783)
Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.
Re:Bomberman massively multiplayer in HTML5 by rartichoke on Thursday February 28, 2013 @09:55AM (#5298884)
Ah, that's pretty much what I expected. So Node has nothing to do with how nice it's running.

One more question if you don't mind: Are you doing any server side checks to make sure player movement is within bounds and then doing prediction on the client?