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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

141–150 of 316 posts

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

#141

I 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…

This is true for the sites, however then it's the vendors who are then lazy and put out bloated packages, which is much worse since they have an outsized impact on all the sites they're included on.

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

#143
post #36

Earlier quoted context omitted.

You've done a great job! It's stayed very responsive for the time I've played. I haven't even noticed any dropped packets, so your method for dealing with them seems to be working very well despite the high load.

Nothing too fancy. Just proper devops and a lot of testing. https://i.imgur.com/oSwGgFA.png

Is it an home made dashboard or do you use some standard tool?

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

#148
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.

Having both models works well...

TCP from a master server to every client.

and

UDP low latency links from every client to every other client.

The client code sends a sample of received UDP packets to the server over the TCP connection, who will then verify that all info contained in the packets is true and accurate and nobody was cheating.

It's a nice model because you get the super low latency between clients, and at the same time within a few hundred milliseconds you can detect cheaters and kick/ban them.

Obviously, you have to design your game to handle asynchronous lossy information from many different sources and nobody having a complete and whole view of the game until half a second later or so. Thats quite do-able though by timestamping every event and then running rollback-able or checkpointed synchronous simulation on all clients.

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

#149

Reminds me of `Raptor: Call of the Shadows`: https://www.youtube.com/watch?v=j19rc8YB3sY Plenty of nostalgia there as that was the first computer game I ever played and a classic from the 90s.

Swear I used to play that on my dads amiga - good times.
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