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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

111–120 of 316 posts

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#111
post #109

I don't know if this is HN effect or what but I just dont't get to the game. All I see after log in is some terrain and, a few moments later "Destroyed by " someone. No units movement, nothing.

Everything is running smoothly so it's not the HN effect.

Might I ask what OS/Browser/ISP are you using?

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#112
post #86

Earlier quoted context omitted.

WebRTC really isn't suitable for multiplayer gaming due to it being entirely P2P. You need the server to operate as a single source of truth and enforce clients to play by the rules.

Is it entirely P2P? It seems like it has use cases for streaming audio and video, where low-latency is desired and dropped packets are acceptable.

Yep. The server provides signaling (who the peers are, what data is being requested/should be snet, etc) but you're absolutely correct: WebRTC primarily envisioned for high-bandwidth peer-to-peer suitable content such as video/audio/file-sharing.

People have tried using it for gaming (e.g. server is the master peer) but it's tenuous and folks should just stick to WS.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#114
post #86

Earlier quoted context omitted.

Very curious about this as well. I was expecting this submission to be an endorsement for WebRTC.

WebRTC really isn't suitable for multiplayer gaming due to it being entirely P2P. You need the server to operate as a single source of truth and enforce clients to play by the rules.

It is not entirely P2P, a server can act as a "peer" for all clients and handle the connections itself.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#115

Really fun! I was super excited to see that it also supports controllers but for some reason there is at least a one second delay between button presses on my xbox controller and the game :(

Are you using Chrome? Gamepad API is a bit buggy on 62.x

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#116

Earlier quoted context omitted.

Just plain ol' Websockets. But with a twist. I use 2 WS connections mirroring some packets on both, to deal with head-of-line blocking.

Interesting. Could you talk more about this?

What DiThi said (read his excellent post)

There's also another important detail. Due to delayed ACKs on Windows and battery-preserving TCP stacks on most mobile devices/laptops, some of your packets will be delayed. Even with TCP_NODELAY. Desktop OSX/Linux do not display this behavior.

The only solution I have found, and it's a rather crude one, is to blast the server every 50ms with a 1-byte packet. It is ugly but it works well.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#117
post #109

I don't know if this is HN effect or what but I just dont't get to the game. All I see after log in is some terrain and, a few moments later "Destroyed by " someone. No units movement, nothing.

Everything is running smoothly so it's not the HN effect. Might I ask what OS/Browser/ISP are you using?

I also have this problem. Windows 10, Chrome (hardware accel disabled), Comcast.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#119
post #14

I can't seem to get my aircraft to move forward using a keyboard. Flying backwards is fine, but using the ^ key is a nogo. Controller works fin theough! OS: Windows 10 (Build 16251) Browser: Firefox Developer Edition (58.0b10 64-bit)

Same issue on both Firefox (57.0.2) and Chrome (62.0.3202.94) on Windows 10 (build 16299.64). At least for me forward doesn't seem to be completely ignored; while holding it down it will occasionally spurt forward a bit.
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