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Ambient: The Multiplayer Game Engine

ambient.run

51–60 of 148 posts

Re: Ambient: The Multiplayer Game Engine

#51
post #33

Earlier quoted context omitted.

Not trying to be rude, but I can’t decipher what you are saying in the second paragraph. Is infinity blade created using the Ambient engine, or does it have deceptive demo videos, or what? Sorry, not trying to be dense.

Infinity Blade was an iOS game released 13 years ago that was among the first to truly show off what you could do in 3d on an iPhone. It was an early killer app.

Ah. Thanks much!

Re: Ambient: The Multiplayer Game Engine

#53
post #36

Just by seeing those two peeps in the sofa I immediately knew they were Swedish (and right I was). :) Isn't it funny how easy it is to sometimes spot your own nationality? Congrats on the release!

[flagged]

Another example for you: people from Russia, Ukraine, Belarus can easily recognize other people from these countries (but we cannot recognize for sure what country exactly).

Re: Ambient: The Multiplayer Game Engine

#55

What are the guarantees about the networking? I saw this in the blog post: > The server state is automatically synchronized to clients, and the data model is the same on the server and client. This means that in the future you can move your code between backend and frontend, or even run it on both seamlessly. Different types of games need different types of networking. It seems like it's going to be hard to reason ab…

Not necessarily, emulators has been doing this a while I think and with WASM this is the second impl I'm seeing of this. Basically, keep a "full" state backlog and ship user control events, if control events arrive late you simulate forward to "now" from the backlog with corrected input. I've been working on something very similar, gonna comment on the top-level.

Unless they are cooperative games giving copies of the server data model to the client inevitably leads to wild cheating. I give you the example of Escape for tarkov, where not only the data model is shared, but the client is authoritative over the server. A beautiful game ruined by the incompetence of the network-side development team.

Re: Ambient: The Multiplayer Game Engine

#56

Earlier quoted context omitted.

Not necessarily, emulators has been doing this a while I think and with WASM this is the second impl I'm seeing of this. Basically, keep a "full" state backlog and ship user control events, if control events arrive late you simulate forward to "now" from the backlog with corrected input. I've been working on something very similar, gonna comment on the top-level.

Unless they are cooperative games giving copies of the server data model to the client inevitably leads to wild cheating. I give you the example of Escape for tarkov, where not only the data model is shared, but the client is authoritative over the server. A beautiful game ruined by the incompetence of the network-side development team.

Giving state isn't the problem, the client being authoritive is the problem.

What I'm describing is so-called rollback based netcode, the server should always keep an canonical state and deviating from it is at a clients peril.

Re: Ambient: The Multiplayer Game Engine

#57
post #49

Earlier quoted context omitted.

[flagged]

Tiny? It's quite a bit larger than California.

That's like saying Alaska is larger than California. It's not relevant.

(Also, unlike the claim that Alaska is larger than California, yours isn't even true... Sweden is, geographically, 105% of the size of California.)

Re: Ambient: The Multiplayer Game Engine

#58
post #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.

Bevy really needs some love. It looks very promising.

But I'm being hypocritical here... knowing I have no time to contribute to Bevy and just hoping someone else to do my job.

Re: Ambient: The Multiplayer Game Engine

#59

Earlier quoted context omitted.

Unless they are cooperative games giving copies of the server data model to the client inevitably leads to wild cheating. I give you the example of Escape for tarkov, where not only the data model is shared, but the client is authoritative over the server. A beautiful game ruined by the incompetence of the network-side development team.

Giving state isn't the problem, the client being authoritive is the problem. What I'm describing is so-called rollback based netcode, the server should always keep an canonical state and deviating from it is at a clients peril.

Giving full state is still a big problem. Aimbot, ESP, wall hacking are possibile only due to giving full state to the client. Most competitive games avoid this as much as possibile, eg. Dota2, Valorant, etc.

Re: Ambient: The Multiplayer Game Engine

#60

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).

EVE online also has mad scaling through time dilation
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