I've been building my new multiplayer games website  with Deno over the last 4 months and apart from some minor growing pains, it's been a joy to use.
The lack of unnecessary package management, and the TypeScript-by-default approach makes Web dev much nicer. We're also using TypeScript on the client-side, relying on VSCode for error reporting. We use sucrase to strip the types just as we're serving the script files, so that there is no extra build time, it feels like TypeScript is Web-native and we can share typed code with the server.
 Not yet launched but we ran a preview past weekend with hundreds of players over WebSockets: https://twitter.com/MasterOfTheGrid/status/13757583007179735... - https://sparks.land
I notice your script files are all pretty small, have you run into any upper limits on performance or scalability so far with this approach?
> I notice your script files are all pretty small, have you run into any upper limits on performance or scalability so far with this approach?
Not that I can tell. But if we need to, we can always do a minified bundle in production later on. So far it's just nice to not have to even think about it!
It compiles, and then caches the output I assume?
That's a really cool use case I hadn't thought of..
If you're on Windows like me, sadly there's still a nasty bug with path mismatches between the LSP server and the VSCode extension (https://github.com/denoland/deno/issues/9744) which requires reloading the window to fix spurious errors, but I'm sure it'll be fixed soon enough.
Vscode extension is maintained by the official team and will provide the best experience. There are unofficial plugins for sublime and Vim. They use LSP too and provide a comparable experience.
Each game server (a stand-alone Deno program that might or might not run on its own machine) connects to the switchboard over websocket and authenticates itself with an API key (since people will be able to make their own game servers).
When a player wants to join a server, they POST a request to the switchboard, which gives them back a token that they can send to the game server after establishing a WebSocket connection to it. The game server checks the token with the switchboard and gets back public user account info if it's valid.
Each game server's logic is currently single-threaded. I guess we might end up offloading some work to WebWorkers later on.
A server can publish some state info through the switchboard that will be broadcasted to other servers from the same user. This is used to show player counts in game rooms from a lobby, things like that.
I run the whole thing on a couple cheap Scaleway servers, with Cloudflare in front (no AWS nor containers or anything of the sort). My previous platform, built with Node.js (https://jklm.fun) is able to sustain at least 2000 concurrent players like that, though admittedly those are board-like games which are not very demanding, unlike the games for Sparks.land which will be more fully-fledged... so we'll see how that holds up!