Is Ruby a good choice for a turn-based mmo server in terms of performance and scalabilty?

I’m about to develop a turn based mmo for mobile phones. From the very
begging, I wanted to use Ruby on the server side but I also knew Java
would be a better solution for this. But then, there are some gems like
eventmachine promises “extremely high scalability, performance and
stability”. Can I really expect much from Ruby with the right tools and
optimizations? If so what are your advises for a starter?
Or should I simply choose a platform like Java or Node.js(not sure for
this one) for a safe bet?

Eren CAY wrote in post #1155010:

But then, there are some gems like
eventmachine promises “extremely high scalability, performance and
stability”. Can I really expect much from Ruby with the right tools and
optimizations?

See some measures at GitHub - glurp/ws_bench: some benchmark of http servers, with measures...

If so what are your advises for a starter?
Or should I simply choose a platform like Java or Node.js(not sure for
this one) for a safe bet?

I have done application with massive clients request on map quad-tree.

Conclusions:

  • 2 features : massive io via sockets and many treatment. so do 2
    layers:
    gateways which receive requests (http/websocket) and parse/stream them
    via stable tcp link to a (quadtree) server, server which can be uniq
  • a main http server which redirect clients to a gateway after login

Then you can use good technology for each process:

  • gateway can be in node.js/ruby thin (jvm no good: too much memory by
    sockets)
  • server can be in java/scala/go/C++
  • redirector can be nginx, or sinatra and orchestrator like
    god : http://godrb.com/ (I have not try yet…)