Boardgame.io: State management and more for turn-based games
21–30 of 96 posts
Re: Boardgame.io: State management and more for turn-based games
#22It looks like it uses sockets under the hood for client server communication -- are there reasons it could not be used in a game with much quicker state updates, like the plane game that was posted here earlier last week (think FPS MMO in the browser)?
Re: Boardgame.io: State management and more for turn-based games
#23Oh man that's interesting. Clearly a WIP, but there's a lot of potential there. If the person who made this is around: I'm the author of Fireplace ( https://github.com/jleclanche/fireplace/ ), a Hearthstone simulator, and I worked a ton on the Hearthstone game state protocol (docs: https://hearthsim.info/docs/gamestate-protocol/ ). Hit me up by email (profile) or Discord (jleclanche @ https://discord.gg/hearthsim-dev…
Re: Boardgame.io: State management and more for turn-based games
#24It looks like it uses sockets under the hood for client server communication -- are there reasons it could not be used in a game with much quicker state updates, like the plane game that was posted here earlier last week (think FPS MMO in the browser)?
I'm pretty sure websocket is fifo with delivery guarantees and as far as I'm aware cannot be used in the same manner as UDP. I haven't played around with WebRTC, but that might be an option.
Re: Boardgame.io: State management and more for turn-based games
#25Earlier quoted context omitted.
I'm pretty sure websocket is fifo with delivery guarantees and as far as I'm aware cannot be used in the same manner as UDP. I haven't played around with WebRTC, but that might be an option.
Yeah, fifo and temporal updates generally tend to not mix well together.
Re: Boardgame.io: State management and more for turn-based games
#26This looks quite similar to Vassal - http://www.vassalengine.org/
Re: Boardgame.io: State management and more for turn-based games
#27It looks like it uses sockets under the hood for client server communication -- are there reasons it could not be used in a game with much quicker state updates, like the plane game that was posted here earlier last week (think FPS MMO in the browser)?
Re: Boardgame.io: State management and more for turn-based games
#28Re: Boardgame.io: State management and more for turn-based games
#29One concrete cause of centralization in today's Internet is a difference in programming costs between a closed centralized solution and an open decentralized one. Let's say we're writing a tic-tac-toe app. In the centralized design, the game board is one data structure. Your score and mine are two variables. You'll be done in a couple of hours.
As an open decentralized solution, you're building a federated system. You need a standard protocol for communicating tic-tac-toe moves. Maybe you should work through the IETF to write an RFC for OTTTP: the Open Tic-Tac-Toe Protocol. You might be done in 2018. When solving a problem the wrong way takes two hours, and solving it the right way takes two years, it's going to get solved the wrong way.
https://www.youtube.com/watch?v=g1qroWiZF90
Note that I don't endorse the particular solution in this video - MirageOS is perhaps a more viable alternative.
Re: Boardgame.io: State management and more for turn-based games
#30I'd love to explore how this framework can be applied to Nakama ( https://github.com/heroiclabs/nakama ). I'll see if I can find some time to experiment with it over Christmas.