Live data from Hacker News

Ambient: The Multiplayer Game Engine

ambient.run

11–20 of 148 posts

Re: Ambient: The Multiplayer Game Engine

#11

I wonder how it can scale? Even with the battle royale craze, it seems like nothing has really replicated Planetside 2's black magic netcode (or at least amassed a playerbase big enough to show it off).

found a small thread on reddit which posed the same questions [0]. it looks like the above comment hit it on the head; mostly client side with server just handling messages. looks like it didnt scale well either.

[0] https://www.reddit.com/r/Planetside/comments/8hx7t1/comment/...

Re: Ambient: The Multiplayer Game Engine

#12

Always good to see more game engines coming out. Might I make a suggestion though. For your hero video on the site, I would expect it to be showing off the multiplayer aspect of the engine. Rendering environments, even in extreme detail, is considered table stakes for a game engine. Show off your unique selling point, making multiplayer games much easier than with a different engine.

the blog post announcing it has a bunch more info and videos https://www.ambient.run/post/introducing-ambient

Re: Ambient: The Multiplayer Game Engine

#14
post #10
post #9

Earlier quoted context omitted.

>1) WebAssembly, but no native web player? One of the most powerful things a game dev can do is provide a link to a game and just let people play it on itch or other space. Having a binary you have to download to play is a major turn off for small time games. It looks like it's on the roadmap, but without a clear target? Appstores, antiviruses and gatekeepers of every sort. Employees want to play games without instal…

Steam and the app stores seem to be doing just fine. Maybe there's a popular indie title only released for browsers but I can't think of it.

There's this small one called Farmville. Though granted I don't know if it's still printing cash the way it used to. It's possible smartphones killed that sort of game.

Re: Ambient: The Multiplayer Game Engine

#15
I have to ask: Why not contribute to Bevy instead?

Edit: Ah... I see it's a SaaS startup that wants to offer the servers as a service for game developers. Building on someone else's engine would make the hosting brand weaker.

Re: Ambient: The Multiplayer Game Engine

#16

"Why not Rust?" is a question I ask about game development a lot these days. I'm an engineer with a decade of experience as a web services engineer, and 5 years of game development engineering. Rust seems like the right direction for game developers -- safer code, faster compile times, more portable binaries. Ambient looks very cool, but I had some questions -- 1) WebAssembly, but no native web player? One of the mos…

Rust faster compile time? Faster than what? The terrible compile time is a big reason why I avoid rust for game dev.

Re: Ambient: The Multiplayer Game Engine

#17
post #11

I wonder how it can scale? Even with the battle royale craze, it seems like nothing has really replicated Planetside 2's black magic netcode (or at least amassed a playerbase big enough to show it off).

found a small thread on reddit which posed the same questions [0]. it looks like the above comment hit it on the head; mostly client side with server just handling messages. looks like it didnt scale well either. [0] https://www.reddit.com/r/Planetside/comments/8hx7t1/comment/...

Perhaps that is the compromise, but that also feels like an oversimplification of the challenge, and I'm happy with the in-game results.

Re: Ambient: The Multiplayer Game Engine

#18

Always good to see more game engines coming out. Might I make a suggestion though. For your hero video on the site, I would expect it to be showing off the multiplayer aspect of the engine. Rendering environments, even in extreme detail, is considered table stakes for a game engine. Show off your unique selling point, making multiplayer games much easier than with a different engine.

I found it very funny that the "multiplayer game engine" hero video had... 0 players in it.

Re: Ambient: The Multiplayer Game Engine

#19
post #10
post #9

Earlier quoted context omitted.

>1) WebAssembly, but no native web player? One of the most powerful things a game dev can do is provide a link to a game and just let people play it on itch or other space. Having a binary you have to download to play is a major turn off for small time games. It looks like it's on the roadmap, but without a clear target? Appstores, antiviruses and gatekeepers of every sort. Employees want to play games without instal…

Steam and the app stores seem to be doing just fine. Maybe there's a popular indie title only released for browsers but I can't think of it.

The trick is to use itch for an easily accessible early build, then transition to Steam / mobile stores once you have monetization in place.

Re: Ambient: The Multiplayer Game Engine

#20
A couple of questions...

Is it using Vulkan at the back or WebGL? I'm surprised that it's not mentioned in large bold text, typically that is the case.

How are you financing this project? You're hiring people, so clearly there is a budget, but the engine is license under MIT, is it based on subscription for support or royalties?

Post reply on HN