3 ms·
Persistence often uses much slower methods, one nice feature of my database is that it is distributed async. so I send all database queries to all regions which
by bullen 7y ago
Persistence often uses much slower methods, one nice feature of my database is that it is distributed async. so I send all database queries to all regions which means I get backup and players can play anywhere without transferring data first.
I also use HTTP for real-time movement, you can do that if you strip all non-mandatory headers and use "Transfer-Encoding: Chunked" for the "Pull" socket. I use two sockets per client: "Push" (Client <-> Server) and "Pull" (Client <- Server).
HTTP uses TCP and that will inevitably lead you to the old TCP vs. UDP threads. My take on it is that TCP works fine for real-time action games today if you use event based protocols instead of tick based!