Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
161–170 of 316 posts
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#162Earlier quoted context omitted.
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…
>unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. 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.
I don't doubt that there are junior web developers who don't know much better. But I don't really meet anyone who says that they just don't care about performance.
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#163Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#164Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#165Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#166dammit this is addictive, even to me! please add a "auto lock" feature, that you can find in military aircrafts since the 80s, like a "god mode".
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#167Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#168Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#169Earlier quoted context omitted.
>unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. 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.
I don't know what to tell you if you're convinced that's the problem. I know and work with many web developers who do care about performance. I follow the blogs of many web developers who write about performance. I don't doubt that there are junior web developers who don't know much better. But I don't really meet anyone who says that they just don't care about performance.
I see competent devs reach for libraries all the time when a simple solution already exists within the language. It's easy to feel like you're doing the right thing by not reinventing the wheel.
Areas I see this happening a lot in are anything dealing with file systems, HTTP request/responses, database connections, DOM/string manipulation/parsing/validation. The common theme among all these things is usually a lack of understanding of what the library/package does well enough to implement the specific use case needed.