How My MMORPG Talks To Clients

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  • Опубликовано: 1 фев 2025

Комментарии • 6

  • @jaximo98_dev
    @jaximo98_dev Год назад +1

    Very interesting, what's your biggest concern with SSE?
    Also, deep and technical videos are awesome, there are very few. Specially the networking is usually done with libraries or it's very simplistic. Keep it up :)

    • @joseferben_
      @joseferben_  Год назад +1

      Thanks for the kind words! My main concern is the action part with the POST request to /actions. With web sockets sending actions has slightly less overhead, since there is not need to establish a HTTP connection every time. So I'd say scalability, but I try to make it work first, then fast :)

    • @DaVyze
      @DaVyze Год назад

      @@joseferben_ When you said, SSEs are underused, I had to agree with you. I recently made a project that's using SSEs instead of WebSockets.
      But your use-case - a Real-Time Bi-Directional communication - is actually what WebSocket was made for.
      I'm currently developing an online game too.
      For now, it's using WebSockets. But I might actually change it to SSEs since they actually might be the better fit for my project.
      Since it's *not* Real-Time.
      (I might actually rewrite large parts of the backend ...)
      However, keep up your good work so far. I read some comments from the earlier videos (I just found them today) and the biggest advice I want to give you is:
      Have fun with your hobby projects. I don't think they are *meant* to be the most efficient projects out there.
      (My game throws everything into 3 redis HKEYs for now...)

  • @marshall8425
    @marshall8425 Год назад

    judging by your name u have to have roots in czech republic innit?