We have the absolutely best community here.. π But first things first.. how many people do you thi
We have the absolutely best community here.. 
But first things first.. how many people do you think would be playing the game at any one time? Which you can translate into how many commands would be going into the DO. Some internal tests we were doing on one of our own projects showed that a single DO could handle 200+ requests/second with relatively little latency if the time it takes to process that message is small enough.
And the other limitation would be the 128MB of memory, but I don't think that necessarily has to be a big issue, assuming that a lot of the rendering logic will be done in the browser app and the DO is mostly used for storing state and passing messages from the chat to the browser?
But first things first.. how many people do you think would be playing the game at any one time? Which you can translate into how many commands would be going into the DO. Some internal tests we were doing on one of our own projects showed that a single DO could handle 200+ requests/second with relatively little latency if the time it takes to process that message is small enough.
And the other limitation would be the 128MB of memory, but I don't think that necessarily has to be a big issue, assuming that a lot of the rendering logic will be done in the browser app and the DO is mostly used for storing state and passing messages from the chat to the browser?
