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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

51–60 of 316 posts

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

#54

Earlier quoted context omitted.

Interesting. Could you talk more about this?

Will do when this is over. Right now I'm trying to prevent servers from melting. HN traffic...

Would be nice to know what you use for hit detection and interpolation, it seems very smooth!

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

#56

Earlier quoted context omitted.

Interesting. Could you talk more about this?

Will do when this is over. Right now I'm trying to prevent servers from melting. HN traffic...

Also want to show appreciation for your work.

I tried to create a game similar to this (I spent 6 months on it). Very basic Geometry. Circles. I got the concept working well locally, but I ran into problems on how to deal with the networking. I got things running in Node with SocketIO and so on but there could be 400 players, each made of upto 8 moving pieces, and each can fire several times a second.

I spent a lot of time on a book, "Real time collision detection" and generally I have fond memories of the whole project and trying different partition and slicing up space.

However, how to package and deal with this snapshot of world "over the network" or for example "how to smooth any lag relative to the client"... this middle region was largely undocumented or ill accessible to me.

I will look forward to when/if you write any thoughts.

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

#58

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.

As an obesity geneticist, I fully approve of your invention of this term! LOL
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