- Joined
- Dec 21, 2016
- Messages
- 98 (0.04/day)
- Location
- A dusty server room
System Name | HP DL380 G5 |
---|---|
Processor | 2x Intel Xeon X5460 @3.16 Ghz |
Motherboard | HP DL 380 |
Cooling | 6 60mm intake fans rated for 14k RPM max load |
Memory | 16GB of DDR2 667Mhz |
Video Card(s) | AMD XFX R7 360 |
Storage | 3x 140GB 10K SAS JBOD |
Display(s) | 1x Hisense 42" TV |
Case | DL 380 G5 |
Audio Device(s) | HDMI Out |
Power Supply | 2x 800w Proprietary PSUs |
Mouse | A cheap logitech wireless mouse |
Keyboard | Acer KU-0355 |
Software | Windows 10! |
Benchmark Scores | Ill get around to em soon |
Hello all!
For the past 6 months my team and I have been developing an MMO which demands very high concurrency.
This MMO is not at all an FPS, rather styled after the Distant worlds franchise.
Although obscure, as legally I am not allowed to release any other details about the internal programming of the game other than it's Java based, I hope TPU can provide some insight.
If I were going for a concurrency of 10,000 players, could kryonet be used as a viable option as a high concurrency library in regards to NIO networking in Java? //I do have the machinery necessary to undertake such a feat, and as well as much of the game being very lightweight and simple, it is indeed feasible.
Could someone provide maybe performance data regarding Kyronet? Much of the game has gone through the "Re-inventing the wheel" phase, and I am not opposed to develop my own libraries in place of Kryonet. The issue lies in time and whether or not what I could develop would rival Kryonet in terms of performance.
If there's a better library, please say! Time is money to our small development team
Thanks ~ Sal
EDIT: Team needs credit too. I'm no comdom.
For the past 6 months my team and I have been developing an MMO which demands very high concurrency.
This MMO is not at all an FPS, rather styled after the Distant worlds franchise.
Although obscure, as legally I am not allowed to release any other details about the internal programming of the game other than it's Java based, I hope TPU can provide some insight.
If I were going for a concurrency of 10,000 players, could kryonet be used as a viable option as a high concurrency library in regards to NIO networking in Java? //I do have the machinery necessary to undertake such a feat, and as well as much of the game being very lightweight and simple, it is indeed feasible.
Could someone provide maybe performance data regarding Kyronet? Much of the game has gone through the "Re-inventing the wheel" phase, and I am not opposed to develop my own libraries in place of Kryonet. The issue lies in time and whether or not what I could develop would rival Kryonet in terms of performance.
If there's a better library, please say! Time is money to our small development team
Thanks ~ Sal
EDIT: Team needs credit too. I'm no comdom.