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Show HN: I built an indie, browser-based MMORPG

alpha.reconquer.online

21–30 of 165 posts

Re: Show HN: I built an indie, browser-based MMORPG

#21

A very neat trick I heard is that you can basically use multiple socket connections to simulate UDP like behavior. Just rotate through each connection when sending data. Anyone tried this?

That's neat. So far I just am dealing with potentially bad latency with different smoothing and delaying operations. I can't really afford dropped packets anyway I think for real time-style performance that would be great though.

Re: Show HN: I built an indie, browser-based MMORPG

#22

Earlier quoted context omitted.

Strange. I'm running it okay in FF. Any other info you can share?

Javascript console shows many failures related to WebGL. I assume my laptop's integrated Intel graphics chip doesn't implement any of the features WebGL wants. The laptop also has an (also-integrated) NVidia graphics card, but while Firefox recognizes its presence, it won't use it. As suggested in the bug report comments, toggling webgl.disable-angle to true in about:config lets the page load correctly. I'm not thril…

Thank you. I'll add a todo item to add a webgl detector and error handling

Re: Show HN: I built an indie, browser-based MMORPG

#24

A very neat trick I heard is that you can basically use multiple socket connections to simulate UDP like behavior. Just rotate through each connection when sending data. Anyone tried this?

I think this kind of hack is pretty unnecessary given web transport is supported by 2/3 major browsers

Re: Show HN: I built an indie, browser-based MMORPG

#29

Earlier quoted context omitted.

There have been some pretty impressive things created with threejs

There have been lots of impressive things created with just plain JS. Google had an entire world simulated coded in just JS. I think their Christmas world with all those games are also pure JS (given their obsession with internal JS frameworks like Boq and shit)

And then there is wasm nowdays avaiable.
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