[squeak-dev] Performance of VM for concurrent users

Ronald Spengler ron.spengler at gmail.com
Fri Nov 27 01:52:46 UTC 2009


+1

Scale when you have players (load.) Worry about getting players first.
If you try to scale before it's time, you'll wind up scaling the wrong
things.

On Thu, Nov 26, 2009 at 4:30 PM, Igor Stasenko <siguctua at gmail.com> wrote:
> 2009/11/24 Giuseppe Luigi Punzi <glpunzi at lordzealon.com>:
>> Hi all again,
>>
>> I want to start a project, and I have a "little" doubt.
>>
>> The project, is a web game. This web game, will be a game like Ogame.
>>
>> This game, will do a lot of requests to the server through Ajax and or
>> Comet, and I would like to know, about how many concurrents connections can
>> a squeak image hold.
>>
>> Imagine each user have a little map, a local chat of the place it is, a
>> global chat, a canvas drawing an interface, and so on.
>>
>> All of this, has to be updated each 500ms
>>
>> Is this possible?
>>
>>
>
> i think best way to know it is to start writing it, and then when you
> will have a good amount of users
> bugging about slow & crappy connection speed, ask them for donation
> and spend money either for better hardware or development of solutions
> which would allow you to scale better :)
>
>
>
>
> --
> Best regards,
> Igor Stasenko AKA sig.
>
>



-- 
Ron



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