vibe.d 0.7.9 released

Nick Sabalausky SeeWebsiteToContactMe at semitwist.com
Thu Nov 1 16:14:58 PDT 2012


On Thu, 01 Nov 2012 23:45:17 +0100
Faux Amis <faux at amis.com> wrote:
>
> I have very little server exp and the little I have is from node.js 
> tutorials. I have heard about node.js being used as a game server.
> Could vibe.d be used as a multiplayer game server?
> And, how (well) does it scale?
> 

Far better than node.js. Actually, vibe.d is known to scale very well,
and it does scale very well in my own tests.

Node.js isn't something I would really recommend for much of anything,
especially a multiplayer game server. No matter how fast its JS engine
is, it's still JS and therefore will *always* be notably slower
than real native code (Yea, JS can run Quake 2, but so what? A *Pentium
1* can run Quake 2).

Plus node.js's design is awkward to use (ie, it's async I/O is very
awkward compared to the way Vibe.d handles it, and it's EASY to end up
holding up the entire server just because of one slow request). Plus
IMO JS is just not a nice language to deal with in the first place.
People use JS on the client because it's the only real choice. The
server side other options.

If you're not scared off of node.js yet, read this:
https://semitwist.com/mirror/node-js-is-cancer.html  (The original
link is dead, so I have it mirrored there, minus the CSS so it looks
ugly, sorry.)

Coincidentally, I actually *am* writing a multiplayer game server with
vibe.d right now (unfortunately I'm not sure I can open source it
though, it's for work, and it's relatively game-specific). I'm convinced
it's a great way to go, and I haven't come across any big problems. I
had stared out with Python at "the boss's" request, but it was a
disaster (at least partially b/c of learning curve though: I'm
experienced in D, not so much in Python).



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