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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

181–190 of 316 posts

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

#181
post #90

Staying #1 is incredibly exhilarating. My strategy was upgrading defense and staying out of big clusters while still shooting towards them.

Yes, that strategy works well. I've also found that "hitting the brakes and they'll fly right by" works really well in a knife fight.

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

#182

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.

This is the kind of gaming experience I'm hoping webassembly will bring. No installation, just visit a website and play.

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

#183

Earlier 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.

If you balance pay vs. skill and the rarity of such an incredible web game...things are quite the way they should be. Reality. No one is going to pay an average web developer to care that much because they themselves do not care enough to invest in the talent or the time involved.

Even if you're a great developer, you might not be getting paid to care about performance. If "loads fast" is not a deliverable your employer cares about, they are not going to give you the time or budget to care about performance. Think of how many websites, especially for marketing purposes, are built by contractors who are getting tasked with making shiny, asset heavy websites that look good on the nice macbooks of businesses paying them. I've never seen a heard a client say "oh and make sure the page loads in under 2s" to be honest.

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

#186

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.

This is the kind of gaming experience I'm hoping webassembly will bring. No installation, just visit a website and play.

Why do you need webassembly for that, since this game already works great right now?

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

#187
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.

I'm not that familiar with WebRTC, but can the server not act as the only peer?

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

#188
This is incredible! Were you a Subspace Continuum player? The similarities are many and my (albeit not great) skills translate right over. Although discrete life/weapon energy removes some of the 1v1 strategy, it doesn't feel lacking at all. Dogfighting is a lot of fun, lots of generally pleasant players in from HN. Love it! Wasted hours grinding level 4 but the rainbow flag was worth it so I can dominate with flair :D

This. Is. Ace! Thank you!

Callsign: tseug

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

#190

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.

This is the kind of gaming experience I'm hoping webassembly will bring. No installation, just visit a website and play.

Isn't that the gaming experience Flash already brought?
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