Anyone knows why so many non-google product project (with a big disclaimer that this is not google) are hosted on google's github?
Boardgame.io: State management and more for turn-based games
51–60 of 96 posts
Re: Boardgame.io: State management and more for turn-based games
#52Earlier quoted context omitted.
Airmash uses two websockets and accepts updates from whichever arrives first. It's still fifo, but if one experiences fragmentation the other might be fine. It's an interesting design and I wonder how well it works.
Wow that multiple TCP connection trick is very interesting. Each additional idle connection would theoretically be capable of firing off a single packet instantly with no congestion control getting in the way. I'm getting flashbacks of services that would allow multiple pending HTTP long-polling requests at once, so the server could push faster than the round trip time. I wonder what the ideal number of connections w…
It seems unlikely to be as clear-cut as this, since two connections from the same host to the same endpoint will probably use the same route to get there. So why would using two connections avoid retransmission? But it's worth checking whether it works.
Re: Boardgame.io: State management and more for turn-based games
#53Oh 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…
Just wanted to say thanks for the links to your docs. Games like Michael Brough's (Imbroglio, 868-HACK) and Hoplite have really shifted my videogame-playing interest to turn-based stuff lately, and being a bored dev I'm naturally thinking about what's possible with these frameworks. I'm grateful for devs like you who take the time to write about the stuff you've learned. We're all learning and it's so much more fun t…
Re: Boardgame.io: State management and more for turn-based games
#54However, it ended up being way harder than I expected. In fact, I tabled it indefinitely because I started to believe that it was just intractable. (That is, trying to conceptualize a game into a discrete rule set is often a lot more work than just implementing it in code.)
I'm glad to see others trying to tackle this. But, I hope they try to implement games that are significantly more complex and sophisticated than tic-tac-toe though. The current code is so simplistic that I can't imagine that it will help much. That is, if I used it, I'd still have to custom-code 99% of the logic. But, at least it's a start.
Re: Boardgame.io: State management and more for turn-based games
#55Earlier quoted context omitted.
Wow that multiple TCP connection trick is very interesting. Each additional idle connection would theoretically be capable of firing off a single packet instantly with no congestion control getting in the way. I'm getting flashbacks of services that would allow multiple pending HTTP long-polling requests at once, so the server could push faster than the round trip time. I wonder what the ideal number of connections w…
Valve mentioned that in practice packets are dropped about 5% of the time, so two connections might theoretically reduce that to 5%^2, or 0.25%. Meaning out of every 1,000 seconds of playtime, only 2 seconds would be disrupted rather than 50s. It seems unlikely to be as clear-cut as this, since two connections from the same host to the same endpoint will probably use the same route to get there. So why would using tw…
There's a great article way back about X-Wing vs Tie Fighter and all the pain they went through with TCP/IP[1].
[1] https://www.gamasutra.com/view/feature/131781/the_internet_s...
Re: Boardgame.io: State management and more for turn-based games
#56Anyone knows why so many non-google product project (with a big disclaimer that this is not google) are hosted on google's github?
I would guess these types are projects are ones done in 20% time at google.
Re: Boardgame.io: State management and more for turn-based games
#57Was totally expecting this to be a plug for firebase (google's realtime database) but it actually comes with a koa server using websockets. Seems to be built with redux under the hood. No fancy conflict resolution and does syncing by serializing entire app state and sending it to each client after each move.
i was expecting the same as well. glad it wasnt!
Re: Boardgame.io: State management and more for turn-based games
#58Earlier quoted context omitted.
i was expecting the same as well. glad it wasnt!
why are you glad, because google bought them? rewind to before the acquisition and there was a lot of positive sentiment towards things built using firebase.
Re: Boardgame.io: State management and more for turn-based games
#59Anyone knows why so many non-google product project (with a big disclaimer that this is not google) are hosted on google's github?
To have Google give you (the Google employee) full copyright of projects you work on while at Google, you need to go through a committee[0] that reviews the project to make sure it doesn't collide with some other project Google already is working on. As this is really hard to do for many projects, it's easier to just let Google keep copyright ownership of it and have it opensource under them.
Re: Boardgame.io: State management and more for turn-based games
#60I was so excited to see this. A year ago I tried to distill a bunch of popular board games down to discrete rules that could be dropped into a generalized framework. I wanted game designers to be able to quickly model and prototype games. I also was interested in games where the players get to evolve the rules over time. However, it ended up being way harder than I expected. In fact, I tabled it indefinitely because…