Jonas Pfenniger wrote: > If you take the example of Ogame. Imagine you send an attack to planet > XY. > You don't need to know the result until user A or user B access their > profile and see that user A has destroyer all user B's sattelites. I Jonas. This is not actually true: I'll explain myself. Supposse the following: 1) User A sends an attack to user B, supossed to arrive within 5 hours. 2) Then none of A or B users connect again due to whatever. 3) Just after those 5 hours passed, an user C sends an attack to user B, but user B has already received an attack that hasn't been proccessed cause neither the atacker or himself connected again and the user B defense forces info is deprecated. I keep on thinking it's important to have a CORE running and event-oriented design would not work, cause users produces events indeed but they don't have to became processes inmediatly; they might have to wait a lot. I've a lot to learn if somebody thinks otherwise i'll be pleased to be tought. Concurrency problems have indeed to be taken care of, two databases it's a good idea like i've been told here. I was thinking about doing it with Php cause it's my "mother languaje" for dynamic web programming, I knew about ruby on rails but i thought it was more like a "PhpNuke" or "Mambo" CMS programmed in ruby, or close to it. I've read that Rails is much more fast to program dinamic web sites but...as far as I know, Php is pretty effective and Rails was something fast to do standard web applications but i didn't thought it could do the trick for a complicated game web-based interface. Can it really be usefull to do this? PD: I'm from Spain sorry for my lame english xD -- Posted via http://www.ruby-forum.com/.