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hpx7

HN member
Joined
Tue, Apr 15, 2014, 8:50 PM UTC
HN karma
307
Public activity
52 items

About hpx7

Building multiplayer games framework hathora.dev

contact: hpandey [at] hathora.dev

Recent public activity

  1. story
    Show HN: Hathora Models – Voice Model Marketplace

    Hey HN, this is Harsh from Hathora. We started as a game server hosting company and are launching a new offering today centered around voice models, leveraging our existing platfor…

  2. comment
    Comment #42817029

    Horizontal scaling is certainly a challenge. With traditional load balancers, you don't control which instance your clients get routed to, so you end up needing to use message brok…

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    Comment #39721941

    Hi HN, I'm the CTO at Hathora and wrote this piece. Happy to answer any questions

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    Show HN: Building an infinitely scalable multiplayer game

    I cofounded Hathora ( https://hathora.dev/ ) last year and we've been working on making it easier for smaller teams and individual developers to build scalable multiplayer games. W…

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  10. comment
    Comment #33009363

    Hi I'm the author of this blog post and the CTO of Hathora. Happy to answer any questions about how we built our Stateful Router for WebSockets and other persistent connections!

  11. story
  12. comment
    Comment #32870747

    WebSockets is built on top of TCP, whereas WebTransport is built on top of UDP. This makes WebTransport better suited for handling latency-sensitive applications like multiplayer g…

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    Comment #32869906

    Does anyone know of any websites/applications that utilize WebTransport? The only thing I've come across are the Showcase demos from https://github.com/yomorun/presencejs

  14. story
    Show HN: Tutorial for making a browser-based multiplayer platformer with Hathora

    This tutorial features a fully authoritative server using arcade-physics[0] for physics and collision detection. It uses Phaser for the frontend and Hathora for the backend/multipl…

  15. comment
    Comment #32428842

    Hi HN, I wrote this article because I didn't find much on the internet comparing network performance between cloud providers. I was surprised to see the amount of separation betwee…

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    Comment #32347192

    If you're interested in using web technologies for your game, you may find the framework I've been working on to be interesting: https://docs.hathora.dev/#/ I've had success using …

  18. comment
    Comment #32347148

    Hi there! I started a company this year focused on multiplayer server infrastructure. We also built a multiplayer game framework for Typescript that has gotten 400+ stars on Github…

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    Comment #31938986

    Try https://hpx7.itch.io/ship-connect if you want to see a mobile friendly Hathora game (made for a different gamejam) Edit: I realize now you're talking about desktop Safari. Star…

  20. comment
    Comment #31938690

    I'm not the author of the game so not sure exactly what they meant by that, but that game uses Websockets which are built on top of TCP, so developers shouldn't have to deal with d…

  21. comment
    Comment #31938624

    For an example Hathora game that does client prediction and rollback, take a look at https://github.com/ourcade/flappy-bird-hathora

  22. comment
    Comment #31938545

    If anyone wants to try out a game I made using Hathora for a recent gamejam, you can check out star-jump: https://hpx7.itch.io/star-jump It's a 2d multiplayer platformer using Phas…

  23. comment
    Comment #31938519

    Hathora actually supports raw TCP connections in addition to Websockets, and we're very close to shipping raw UDP support as well! For the web, we're deciding between using WebRTC …

  24. comment
    Comment #31937759

    Hathora's auth story is basically bring your own JWT token. So you can implement your own custom auth as long as you end up with a JWT signed using your APP_SECRET in the end. Webs…

  25. comment
    Comment #31935175

    Hathora Cloud provides several important features specific to multiplayer gaming. To list a few: 1) Built in authentication/identity 2) Session/room based connections (with lobbies…