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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

71–80 of 316 posts

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

#72
post #36

Earlier quoted context omitted.

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

You've done a great job! It's stayed very responsive for the time I've played. I haven't even noticed any dropped packets, so your method for dealing with them seems to be working very well despite the high load.

Nothing too fancy. Just proper devops and a lot of testing.

https://i.imgur.com/oSwGgFA.png

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

#75
post #20

Kind of reminds me of SubSpace. I think, it has been a very long time since I've played it.

Thought the same exact thing. Whatever happened to SubSpace?

http://store.steampowered.com/app/352700/Subspace_Continuum/

Subspace Continuum is an anti-hacking fork released in 2001 (Subspace was released in '95) and is now the only official version of the game.

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

#78

Earlier quoted context omitted.

normal, modern dev with automated builds and git creates a build every time you commit (or every push), and you can commit for a missing comma so ... with 10 or more people working on it on a daily basis it can go up very fast

ah, yeah that makes sense - I was thinking of “releases” not so much “builds” and thats why it looked weird to me...

Also I believe that this is the kernel build counter, and it's the same counter that's used since Win95. Someone has published a list: https://www.gaijin.at/en/lstwinver.php

edit: it's not the kernel build counter and MS has cheated with it in the past, but it has stayed sequential across the whole NT tree (as this is where any post-2K Windows originates). https://www.howtogeek.com/140411/learn-the-secrets-of-the-wi...

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

#79
post #36

Earlier quoted context omitted.

You've done a great job! It's stayed very responsive for the time I've played. I haven't even noticed any dropped packets, so your method for dealing with them seems to be working very well despite the high load.

Nothing too fancy. Just proper devops and a lot of testing. https://i.imgur.com/oSwGgFA.png

Where are you hosting it? That looks quite custom to gaming

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

#80
post #56

Earlier quoted context omitted.

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 o…

I will definitely do a write-up but you're right. It's really hard to find info on any of that online.

A lot of trial and error.

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