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by mguillemot 3887 days ago
I am a very happy user of Phoenix myself, and also a MMO game programmer, and unfortunately I can say with confidence that you won't implement a real-time MMO FPS on top of Phoenix channels any soon.

Not because of Phoenix itself, but because all modern lag-compensating techniques rely on specific properties of UDP that are not implementable over TCP (and thus not over Websockets or HTTP long poll, which are the currently supported Phoenix Channel transports).

Not to diminish the value of Phoenix: the framework is really pleasant to use both on dev side and ops side. And you could use it today to implement the server-side of most games, even some "massive multiplayer" ones, as long as latency is not your primary concern.

1 comments

You are right our default transports (WS/LongPoll) are not well suited for FPS requirements, but just to be clear transports are adapter based and you can implement your own today for your own esoteric protocol or serialization format. Outlined here: http://hexdocs.pm/phoenix/Phoenix.Socket.Transport.html

The backend channel code remains the same and the transport takes care of the underlying communication details.