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Yeah but what does that mean:

- the No.de instance is not good enough for that traffic

- Node.js can't handle the traffic

- the game doesn't scale




Or it was coded in 8 hours. . .


But isn't this one of the selling points of node.js? From their site:

"Node's goal is to provide an easy way to build scalable network programs. In the "hello world" web server example above, many client connections can be handled concurrently."

I've noticed a few sites hosted at no.de go down after hitting the HN front page. I'd like to know the answers to the questions posed by the grandparent.


Part of the issue might be that Joyent's virtual Node servers, at least the ones used by Node Knockout competitors, have 120 megs RAM.


That makes sense. I didn't know that. Thanks.


And we coded it in 8 hours, at a noisy bar in DC, using an tethered iPhone for internet. There's no caching, no compression, heck the images are stored as base64 in mogo as strings. We had NO IDEA this thing would take off the way it did.




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