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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

271–280 of 316 posts

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

#271
post #266

Earlier quoted context omitted.

I find the Goliath simple to take down with a Prowler. Even when they discover you, you're close enough to fire. Even with a skilled player as long as you're not directly in his line of fire you're safe.

Then you played against bad Goliaths. You get slowly to them, and you don't one shot them. If they don't go in a steady line either (which they shouldn't and wouldn't if they knew enemy was around), then you won't kill them. When I played Goliath, Prowlers weren't my concern. My concern was resource starve or multiple vs 1 (the former usually due to the latter). A Prowler is great to one shot others; damaged airplane…

it doesn't matter what direction you're in. That first shot is a surprise attack. Immediately cloak and turn, and ram it two more times the same way, and he's dead. He can decloak you, but it won't stop you. Sometimes you get unlucky and the missile flips, but not often.

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

#272

Earlier quoted context omitted.

Website payload is easily measurable (it is probably the most easily measurable factor), and optimizing it is attractive to developers. That doesn't mean it is the most important factor, much less the only important aspect of development. Rather than "lazy" or "don't know", how about: - it's fast enough - have other priorities (security, stability, usability, functionality) - optimize developer time ...

> it's fast enough It's fast enough for people with as good computers and Internet connections as me, who are also employed at the same company as I am, and so do not use anything but the product on their computer at the same time. > optimize developer time Saving 1h for a developer for each 30min wasted over the lifetime of the application * number of users. Yeah, that scales right. Electricity is free too.

So is there any situation where you would say that the gains from performance optimization are marginal?

Also, you fail to consider the opportunity cost of developer time. It's not free. Your business needs you to do other things. Also, like GP said, there are factors to performance beyond payload size. Do you actually develop web applications for a job where someone else decides the priorities?

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

#273

Earlier quoted context omitted.

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 o…

When you're talking about code written for hire, you have to separate the developer's priorities/cares from the company's. There are many, MANY companies that do not care about performance or quality, where good enough means "At least won't actively enrage customers." These companies sometimes hire individual developers who do care about performance and quality. But if you're Third Developer From The Left on Project…

Yes, thank you. I suspect all of these people complaining about the size of web pages don't actually work as web developers. Especially because they think the only aspect of performance that matters is payload size.

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

#275
post #151

Earlier quoted context omitted.

"io games": Massively multi-player, real time, no login, no rounds (continuous game), just type your name and play. There probably were a few flash games like this, but didn't caught on like it has now.

How do they pay for server cost? Someone told me slither.io had made it's owner millions. I'm assuming there are ads?

Yea they show ads in between game sessions.

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

#277

Earlier quoted context omitted.

> it's fast enough It's fast enough for people with as good computers and Internet connections as me, who are also employed at the same company as I am, and so do not use anything but the product on their computer at the same time. > optimize developer time Saving 1h for a developer for each 30min wasted over the lifetime of the application * number of users. Yeah, that scales right. Electricity is free too.

So is there any situation where you would say that the gains from performance optimization are marginal? Also, you fail to consider the opportunity cost of developer time. It's not free. Your business needs you to do other things. Also, like GP said, there are factors to performance beyond payload size. Do you actually develop web applications for a job where someone else decides the priorities?

> So is there any situation where you would say that the gains from performance optimization are marginal?

Yes! But the current trends around software - and in particular web stuff, both in-browser and in-browser-but-pretending-to-be-native - very, very far from that point.

Look, I know that business has its priorities. But I have a right to dislike a business based on its priorities, and I believe chasing ultra-short-term gains by resorting to shitty engineering is a bad thing, and I do avoid using products of such companies, and I do call it out when I see it. Ultimately, business priorities are determined by the market, and I'm doing what little I can to create market pressures towards user-respecting solutions.

And yes, I've been doing webdev as a regular employee, and I always pushed against both needless inefficiency and user-hostile "features", with quite a good success.

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

#278

Earlier quoted context omitted.

Website payload is easily measurable (it is probably the most easily measurable factor), and optimizing it is attractive to developers. That doesn't mean it is the most important factor, much less the only important aspect of development. Rather than "lazy" or "don't know", how about: - it's fast enough - have other priorities (security, stability, usability, functionality) - optimize developer time ...

> it's fast enough It's fast enough for people with as good computers and Internet connections as me, who are also employed at the same company as I am, and so do not use anything but the product on their computer at the same time. > optimize developer time Saving 1h for a developer for each 30min wasted over the lifetime of the application * number of users. Yeah, that scales right. Electricity is free too.

So you're writing all your web applications in hand-optimized assembly language? respect

If improving performance is not a significant concern to your customers or benefit to you, further optimizing performance should probably not be a significant concern for you.

Your time is the least scalable thing you've got - you're not getting any more of it.

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

#280
post #100

Earlier 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…

Oh please STFU

Commenting like this will get your account banned, so please don't.

https://news.ycombinator.com/newsguidelines.html

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