Kind of reminds me of SubSpace. I think, it has been a very long time since I've played it.
Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
71–80 of 316 posts
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#72Earlier 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.
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#73Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#74Is it just me or is this becoming a more popular Internet game format. The reason I ask is because Slither.io uses this same idea.
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#75Kind 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?
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
#76Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#77Kind of reminds me of SubSpace. I think, it has been a very long time since I've played it.
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#78Earlier 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...
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
#79Earlier 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
Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game
#80Earlier 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…
A lot of trial and error.