vibe.d 0.7.9 released

Faux Amis faux at amis.com
Fri Nov 2 10:28:55 PDT 2012


On 02/11/2012 00:14, Nick Sabalausky wrote:
> 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.)

I actually read that website when I tried out node.js. I thought vibe.d 
would suffer the same locking behaviour.



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