Earlier quoted context omitted.
One thing I forgot to mention is all of these games run server side and thin clients just render and send input back to the server. So a game session needs to exist for the back and forth communication to work. Theoretically you could do this all client side too, but that would remove the magic of every game getting multiplayer for free
If you architect your protocol cleanly, you should be able to run the simulation client side too without much effort (certainly the web platform has everything you'd need). This is how modern game engines do it, it goes back to the Quake VM and probably beyond. You'd still get multiplayer "for free", but it could be turned on and off. You could do it with zero code change for the actual games, they don't have to know…
Show HN: Homegames. An open-source game platform I've been making for 8 years
21–30 of 58 posts
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#22Nice idea. I found a couple of interesting games on this. Thanks for sharing! Cool that you haven't stopped working on this project after that long time. It gives me inspiration to work on my projects which I can't find time to finish.
Thanks! I'm planning on making a lot more. I made most of this stuff before AI tools were available. But now Claude can one shot really impressive stuff, it's amazing
I made the game I wanted, enjoyed it with family and friends, and then let COVID sweep it away. Congrats on continuing to work on it.
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#23Earlier quoted context omitted.
One thing I forgot to mention is all of these games run server side and thin clients just render and send input back to the server. So a game session needs to exist for the back and forth communication to work. Theoretically you could do this all client side too, but that would remove the magic of every game getting multiplayer for free
If you architect your protocol cleanly, you should be able to run the simulation client side too without much effort (certainly the web platform has everything you'd need). This is how modern game engines do it, it goes back to the Quake VM and probably beyond. You'd still get multiplayer "for free", but it could be turned on and off. You could do it with zero code change for the actual games, they don't have to know…
Why reach for a server unless you truly need one! My multiplayer mode is p2p planned
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#24Anyway nice concept. I’m also making web games (see my post history) so if anyone wanted to connect and discuss, send me an email (in profile too)
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#25I like the concept and tried to play some games by starting or joining sessions, either nothing happened or I got disconnected straight away? Anyway nice concept. I’m also making web games (see my post history) so if anyone wanted to connect and discuss, send me an email (in profile too)
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#26Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#27I like the concept and tried to play some games by starting or joining sessions, either nothing happened or I got disconnected straight away? Anyway nice concept. I’m also making web games (see my post history) so if anyone wanted to connect and discuss, send me an email (in profile too)
Sorry about that, looks like the traffic spike from HN overwhelmed my session management stuff. It will only get better!
Just keep pushing, I know how hard it is
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#28Earlier quoted context omitted.
Thanks! I'm planning on making a lot more. I made most of this stuff before AI tools were available. But now Claude can one shot really impressive stuff, it's amazing
I worked on a similar concept (padgames.io now defunct) that offered a state sync networking system with rollback netcode style stuff. It could handle exposing only certain information or fake info to certain clients (to prevent cheating). It integrated super nicely with vuex or react stores as it was all observable and all game actions just turned into state mutations. I made the game I wanted, enjoyed it with famil…
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#29Fun, seems to be working. Do you have levels? All the games I played seemed to have a static level.
Re: Show HN: Homegames. An open-source game platform I've been making for 8 years
#30Earlier quoted context omitted.
Thanks! I'm planning on making a lot more. I made most of this stuff before AI tools were available. But now Claude can one shot really impressive stuff, it's amazing
I worked on a similar concept (padgames.io now defunct) that offered a state sync networking system with rollback netcode style stuff. It could handle exposing only certain information or fake info to certain clients (to prevent cheating). It integrated super nicely with vuex or react stores as it was all observable and all game actions just turned into state mutations. I made the game I wanted, enjoyed it with famil…