3 ms·
I've built a few prototype multiplayer games that use web sockets (Socket.io actually) and the performance has been encouraging. One game I posted on HN had ov
by jchavannes 14y ago
I've built a few prototype multiplayer games that use web sockets (Socket.io actually) and the performance has been encouraging. One game I posted on HN had over 30 concurrent users without noticeable lag. It was also terribly inefficient. Each client had 5 msgs/sec outgoing and 150 msgs/sec incoming. The incoming messages could definitely have been optimized.