you just wasted my entire day :D btw it performs better on Firefox 57 than chrome, I had some lags on chrome then switched to Firefox and it worked without a single lag
Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
131–140 of 316 posts
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#132Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#133Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#134Earlier 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.
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
#135Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#136I opened this game in an incognito tab. And started dev tools. The entire game is only 2.8 MB. It loads fast. Such graphics, much small. A lesson for modern web developers about website obesity and performance.
Yes, also the immediacy of experience. No signup, no prompts or forms, no friction. Just one click and you’re immersed in the action. When companies clutter first experience with legal disclaimers, signup offers, and every other thing, I wonder if they are always carefully balancing the competing interests of business and product design as a big picture weighing everything together. To the extent they do that’s great…
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#137Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#138Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#139I opened this game in an incognito tab. And started dev tools. The entire game is only 2.8 MB. It loads fast. Such graphics, much small. A lesson for modern web developers about website obesity and performance.
I mean this is nice but it's really not a lesson for web developers. The fact that this is 2.8mb doesn't really teach a web developer any lessons, unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. Instead, having worked in web development, I know that website payload size is often driven by having to include vendored javascript for…
For what it's worth, I do think this. It's easy to just drag another JS library into your code without thinking of how long it's going to take to load.