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How We Built r/Place

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131–140 of 255 posts

Re: How We Built r/Place

#131

Earlier quoted context omitted.

A long time ago, I built http://www.ipaidthemost.com/ , which is kinda related, at least to TMDH anyhow. Far, far less collaborative than /r/place, but similar in terms of staking out ownership.

Does that actually make money?

Looks like it's made $23.25 so far @ 1.50$ for the message.

If it reached 5$, he'd have made 25,000$

Re: How We Built r/Place

#132
This is why experimentation is so important and why I always love when people do things just to do them.

It's literally like exploring the digital universe and reporting on some of your findings.

Great writeup!

Re: How We Built r/Place

#134

Earlier quoted context omitted.

In the end this does not seem to have mattered. Reddit's hardcore "contributors" are the kind of people who enjoy a challenge, even when it's stupid. I think it even turned into some kind of pride for some of them, being able to "master" an idiotically programmed system. Myself, I just get so frustrated about the idiocy.

Reddit has a place for everyone, you might find yourself at home on https://reddit.com/r/iamverysmart

[deleted]

Re: How We Built r/Place

#135

Earlier quoted context omitted.

In the end this does not seem to have mattered. Reddit's hardcore "contributors" are the kind of people who enjoy a challenge, even when it's stupid. I think it even turned into some kind of pride for some of them, being able to "master" an idiotically programmed system. Myself, I just get so frustrated about the idiocy.

Reddit has a place for everyone, you might find yourself at home on https://reddit.com/r/iamverysmart

Oh please just go back to reddit.

Re: How We Built r/Place

#136

/r/place is probably the coolest project that happened this year so far.

This year? I'm thinking more like this decade. It's gotta be up in the top 10 of ever. On so many levels, /r/place was fascinating; and I didn't even come across it until after it had finished!

Re: How We Built r/Place

#137

What a fantastic writeup. I had some vague ideas regarding the challenges involved to build an application of such scale, but the article really makes it clear for everyone the amount of decision points encountered as well as why certain solutions were selected. I also like the way the article is broken down into the backend, API, frontend and mobile. This isolated approach really highlights the different struggles e…

Agreed, great write-up. Anyone have other recommended links to write-ups about specific challenges and how to make them scale?

I really like the "Big Data in Real-Time at Twitter" slides at https://www.slideshare.net/nkallen/q-con-3770885. They explain their original implementation and why it didn't scale, possible new implementations and their current one (it's a bit old though). It's clear and easy to understand.

Re: How We Built r/Place

#138
post #84

> We used our websocket service to publish updates to all the clients. I used /r/place from a few different browsers with a few different accounts, and they all seemed to have slightly different view of the same pixels. Was I the only one who experienced this problem? When /r/place experiment was still going, I assumed that they grouped updates in some sort of batches, but now it seems like they intended all users to…

Yeah, we went into it a bit in the "What We Learned" section, but that was most likely during the time we were having issues with RabbitMQ. I believe it was mostly fixed later on, but either way, we found a new pain point in our system we can now work on.

Surprised you're using RabbitMQ. It's one of those things which work great until they don't (clustering is particularly bad), and then you have almost zero insight into the issue, and have to resort to the Pivotal mailing list.

Have you looked at NATS at all? We're using it as a message bus for one app and it's been fantastic. It is, however, an in-memory queue, and the current version cannot replace Rabbit for queues that require durability.

Re: How We Built r/Place

#139
post #102

Earlier quoted context omitted.

...it's not like you have write assembly to get it done, the native canvas API is fairly straightforward. A game engine is a bit of an overkill if all you want to do is place pixels on a canvas.

But they wanted a lot more than that. Engines like Phaser work hard to take care of browser quirks for things like PointerEvents vs. TouchEvents vs. MouseEvents or supporting mobile devices. Sure, it seems simple at first until you run into those kinds of problems and reinvent the wheel... learning an engine isn't terribly complicated but I understand the sentiment for a one-time project. It just seems like they did…

Like you said, it was a one-time project that wasn't incredibly complex and just needed a one time deployment. And they had UI guys who generally knew what they wanted to and how to do it. I think it would probably have taken them more time to research suitable engines they could rely on than to build the functionality themselves (or use whatever libraries they were already very familiar with.) All engines/libraries end up having quirks that you really only learn through experience.
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