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sgolem

HN member
Joined
Fri, Jun 05, 2020, 5:24 PM UTC
HN karma
32
Public activity
23 items

About sgolem

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Recent public activity

  1. comment
    Comment #47456748

    Not sure why is that. Can you provide more details or try again?

  2. comment
    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.

  3. comment
    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…

  4. comment
    Comment #47453103

    It should work on every browser that supports WebGL and SharedArrayBuffer. That should include Edge on Linux, but I'm not sure.

  5. comment
    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 …

  6. comment
    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.

  7. comment
    Comment #47452918

    Yes it's Bevy, with a custom backend game loop/simulation.

  8. comment
    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.

  9. comment
    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.

  10. comment
    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.

  11. comment
    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…

  12. comment
    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…

  13. story
    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 …

  14. comment
    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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  16. comment
    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...

  17. comment
    Comment #37702570

    Can this be run with llama.cpp?

  18. comment
    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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