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First off - thank you for this awesome project! The examples are also particularly helpful. In some cases, though, I think I could really benefit from a broader discussion of context. From this example: It seems that the choice was made intentionally to use I assume that a progression of this example for a single host context could be to remove the I'm curious if that direction seems correct & what the performance impact of each choice might be? In the broader async ecosystem, particularly falcon, is there a best practice for this already? |
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Replies: 2 comments 1 reply
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Yes, that's correct, the decision to use There are many options for IPC - depending on your requirements for persistence etc. I think we tend to underestimate the raw performance of modern computers, so I think the impact of IPC is minimal in practice compared to application code. For example, using As an alternative consideration, you could also start an instance of falcon per "game instance" and connect a limited number of players, or use an instance of falcon per area of the game, etc. There are different ways to shard with different trade offs, but per-game instances is a valid approach that keeps code simple. |
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Thanks for the response! I guess these questions are really more for I'm not sure when or if |
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Yes, that's correct, the decision to use
--count 1
is to allow the example to focus on WebSockets rather than IPC.There are many options for IPC - depending on your requirements for persistence etc.
I think we tend to underestimate the raw performance of modern computers, so I think the impact of IPC is minimal in practice compared to application code. For example, using
async-redis
as a shared message bus is totally fine.As an alternative consideration, you could also start an instance of falcon per "game instance" and connect a limited number of players, or use an instance of falcon per area of the game, etc. There are different ways to shard with different trade offs, but per-game in…