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.
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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?