Show HN: Make a lowlatency, realtime multiplayer game with edge computing
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Re: Show HN: Make a lowlatency, realtime multiplayer game with edge computing
#2https://itnext.io/how-to-build-a-realtime-multiplayer-game-i...
See copyscape comparison:
https://www.copyscape.com/view.php?o=17791&u=https%3A%2F%2Fi...
Re: Show HN: Make a lowlatency, realtime multiplayer game with edge computing
#3Some of the text in this blog post was plagiarized from here: https://itnext.io/how-to-build-a-realtime-multiplayer-game-i... See copyscape comparison: https://www.copyscape.com/view.php?o=17791&u=https%3A%2F%2Fi...
Re: Show HN: Make a lowlatency, realtime multiplayer game with edge computing
#4Re: Show HN: Make a lowlatency, realtime multiplayer game with edge computing
#5It would be nice if there was more discussion of the architecture and how the service achieves its claims. How are users synced reliably without a central server? It’s not a matter of reducing latency at all costs. Game server architecture is based on the concept of server authority that prevents hackers and cheaters from performing client-side operations from altering the “source of truth” that lives on and is only…
Thanks also for the great point you made about "altering source of truth" - we will look into how best to provide those gaurantees as well. Our underlying data structures are an event source on an append only log - so we can go back to see the provenance of changes to make sure there was no cheating but we dont expose that externally.