Viewing profile — sgolem
sgolem
HN member- Joined
- Fri, Jun 05, 2020, 5:24 PM UTC
- HN karma
- 32
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- 23 items
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About sgolem
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Recent public activity
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Comment #47456748
Not sure why is that. Can you provide more details or try again?
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Comment #47456743
I've added a "How To Play" button now before you start the game, and have polished up those error paths. Now they should be much less common and displayed more nicely.
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Comment #47453165
Well, the purpose of this initial post was to just let people know it exists. I agree that those topics could be interesting and I might write them up in a blog. The game doesn't r…
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Comment #47453103
It should work on every browser that supports WebGL and SharedArrayBuffer. That should include Edge on Linux, but I'm not sure.
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Comment #47453013
Hey, thank you for all these details, I really appreciate it! I also use a 144Hz monitor and the framerate is often rock solid at the top. The problem is with browsers and battery …
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Comment #47452926
Sorry, that can definitely be improved. And is probably best to remove it until the game attracts some regular players for the queue to make sense. Will do.
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Comment #47452918
Yes it's Bevy, with a custom backend game loop/simulation.
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Comment #47452914
The idea definitely came from openfront and territorial, I've played both. But this codebase has nothing to do with them, it was built from scratch.
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Comment #47452906
Yeah it's heavily inspired by openfront and territorial, I've played both. My goal for this was to see how far I can push it in terms of player count and map sizes.
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Comment #47452893
This is a WIP version, and custom game seems to work for many players. I would've really appreciated if you told me how it didn't work so I can fix it.
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Comment #47452879
Bots are run on a separate thread from the main game loop and I can configure them to have a particular amount of actions per tick or second - to simulate real player action freque…
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Comment #47396513
One of the main challenges has been making the map simulation work for hundreds of simultaneous players without the server becoming a bottleneck. Most interactions are event-driven…
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Show HN: Browser grand strategy game for hundreds of players on huge maps
Hi HN, I've been building a browser-based multiplayer strategy game called Borderhold. Matches run on large maps designed for hundreds of players. Players expand territory, attack …
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Comment #44308760
This is the first thing I “vibecoded” a couple of days ago. I really like the game in general and now find myself playing a few times per day. I might try to add some non-classical…
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Comment #42317997
I've written a NEAT implementation in Rust a few years back. It was able to train XOR and pole balancing. https://sgolem.com/blog/neat-simple-neuroevolution-framework...
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Comment #37702570
Can this be run with llama.cpp?
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Comment #25820448
As long as users need to think about homeservers we can't expect a substantial migration. As far as I'm aware there is work being done on the fully p2p version of Matrix where ever…
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