Building Fast Scalable Game Server in Node.JS (updated)
summary
Pomelo is a Node.js game-server framework (open sourced 10 months earlier) that a team uses in production for card games and a Clash‑of‑Clans‑like title and for a message push platform that reaches 10 million online users. It wires connector frontends to backend logic, uses Protobuf/hybrid and MQTT connectors to cut bandwidth, relies on Redis and Zookeeper for state and HA, and runs on OpenStack with RabbitMQ for delivery. Benchmarks mention 25,000 connections per process for socket.io and MQTT 120,000, typical game areas hold 800–1,000 users per process, and AOI, push‑scheduling and process separation reduce broadcasts so the system actually works at scale.
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chapters (11)
- 0:00Introduction
- 2:42Agenda
- 7:57Why Game Server is not scalable
- 11:34Broadcast
- 14:50Game Design
- 19:59Framework
- 22:30Server in Runtime
- 25:11Configuration
- 26:51Component Events
- 29:57Performance
- 32:40RealTime Application
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