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Wish we had read this last November when we started! We're using Pusher for the connections instead of Node.js. Working on switching now.

One thing we've done you didn't mention was using Redis for the game state, instead of writing to the HD most things are handled in RAM. We run the risk of losing the last ~five seconds of data on all running games if the server goes down or something but that's a small price to pay for being able to process most game actions faster than the eye can perceive them.

Our game: real time multiplayer HTML5 version of Risk http://warsocial.com



The game is looking pretty cool! Hopefully the article/demo helps out in some way.




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