Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
11–20 of 73 posts
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#12Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#13Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#14Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#15That said, after the first game it was very laggy.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#16Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#17Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#18If you're still having trouble with Chrome or Firefox, please reply below with your browser and version, and possibly with a gist/pastebin of any console errors. Mark and I will get on it.
Regarding the lag: We match you with players based on your latency to each gameserver and the amount of time you've been waiting. If you experienced a lot of lag earlier, it might have been due to there being too few players online. However, 196 people are playing as I type this now, and hopefully there's now enough player density so you'll get matched with a lower-latency player who's nearby.
You can read more on our blog post: http://blog.artillery.com/2012/10/play-powderkeg-html5-multi...
We're also on VentureBeat today: http://venturebeat.com/2012/10/04/artillery-aims-to-make-web...
Also, I'd like to thank our amazing artist, Adam deGrandis. Check out his portfolio — he's incredible: http://www.adamdegrandis.com/portfolio/
<3
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#19Extremly lagging. Let me guess, Node.js?
TCP. If you mouseover the tiny, hard-to-see lag meter in your colored square while playing a game you'll be able to see some stats about your connection.
The creators have a blog entry about latency and websockets. With even a minimal amount of packetloss, TCP makes for really bad latency - http://blog.artillery.com/2012/06/websocket-performance.html
It's too bad we won't see any playable twitch games in the browser until there is some way to do UDP. I don't see why browsers don't just allow UDP subject to same origin policy, perhaps only on pages which serve a special "X-Allow-UDP" header.
From what I understand, the only reason browsers shy away from being able to send UDP packets is fear of DDOS. This does not seem to be an issue if packets are only sent to same host that the page is served from.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#20I'm getting these errors in Chrome (v. 22.0.1229.79 m): Unexpected response code: 404 :1 Channel error 'BROWSER_WS_ERROR': 'undefined' __runtime.js:1 Channel 0 closed. __runtime.js:1