Original Post
I''m looking at programming something (which from a network perspective anyway) looks basically like a massivly multiplayer RTS game. What kind of thing would be best here? I''d been thinking of a preforking server, with the processes communicating through a database. I''m worried though that the complexity of a preforking server would be too much to offset the gain in efficiency over forking as connections are received, especially since unlike http each process is probably going to be pretty long-lived. I''m also somewhat concerned that the database will be too slow, however I don''t think this is an issue...
Does this sound reasonable, or is there a better way? Any comments appreciated.