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

alpha.reconquer.online

51–60 of 165 posts

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

#51
Surely this was heavily inspired by Runescape? The click to move (including cursor animation on click), camera angles and graphics, chat text colour and position etc. all give me huge Runescape (Old School Runescape) vibes.

Congrats on launching though, looks like a fun project.

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

#55

Earlier quoted context omitted.

On one hand, js isn't known for its performance. On the other hand, OP actually has a product. I know who I'd invest in.

Bingo. These dudes never code anything because they get analysis paralysis wanting everything to be super optimized Rust/C++. Meanwhile 90% of the apps making real money run literally whatever language they started with and have been able to scale fine.

What are you talking about? C++ powers trillions of dollars of market value. Rust is in the billions and growing. All of those apps start with dudes that have a vision to create a solid technical foundation for making bank.

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

#60

600 ms tick rate and can only support 200 users per instance? Can you elaborate on all that? I was working on a browser game that i’d like to have be realtime and responsive but it seems maybe a tall order from what I’ve been told but I don’t really understand why. Like would 30 fps and maybe something like 50 ms tick rate for 4 players in the same game instance be feasible in browser? Thanks ahead of time!

The 200 users are on a $5 per month server. I'm guessing a better server could support more, but there are scaling challenges if everyone wants to be in the exact same location. In that case, you're sending 200 updates to 200 people each tick which gets slow since it scales O(n^2). I used 600ms because that's a reasonable rate for walking one square and it's also what is used in the largest similar game Old School Ru…

Do you think gafferongames algorithms would be good enough or need like a scheme for basically every game mechanic that would need to be synchronized?
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