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Show HN: I'm open-sourcing my game engine

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Re: Show HN: I'm open-sourcing my game engine

#31
post #5

I wasn't expecting this to be modd.io when I saw the title. It's a popular framework/platform for building IO games.

I play a lot of games and sold some in the past, but I’ve never heard the term. What is an IO game?

I believe it refers to casual multiplayer browser-based games.

Re: Show HN: I'm open-sourcing my game engine

#32
post #5

I wasn't expecting this to be modd.io when I saw the title. It's a popular framework/platform for building IO games.

I play a lot of games and sold some in the past, but I’ve never heard the term. What is an IO game?

IO game is a catch all term for these types of mechanically simple, multiplayer, web-based games . The name comes from the fact that many of these games are hosted on .io domains. Well known examples are agar.io and slither.io.

Re: Show HN: I'm open-sourcing my game engine

#33
post #6

I find that node js based multiplayer backends will eventually slow to a crawl as the number of connections goes up. How have you solved this problem? Wouldn’t something like Go be a better alternative here?

I get the feeling that the bottleneck in most IO games is the IO (no pun intended, the genre name comes from the TLD), which makes Node a good choice.

Re: Show HN: I'm open-sourcing my game engine

#34
What's your motivation for building a new engine?

Seems like you've built in some really specific things (from the README);

- Weapon system (melee & projectile)

- Shops

- Client-side predicted projectile + unit movement

- ETC

Why did you decide to bake those into the engine instead of "copyable" plug-ins? Of course lots of games dont need these things - is this a game engine? or is this a FPS/RPG/Else game engine?

I dont hate on tech, but im still left asking "why"? What's it for? Why would I use this over "Three.js" and my own server? :) (I ask only to get your take)

Re: Show HN: I'm open-sourcing my game engine

#35
post #26

Unless it’s as advanced as Unity, is it possible to even sell an engine these days? Something like this is expected to be free

This is an unfair comparison imo. Just because Dewalt (or similar) sell a comprehensive toolbox does not mean people won't pay for a standalone screwdriver. It all depends on what people feel they need.

I looked at, at least 8 different moddio games. They're all top down Newgrounds games with painfully obvious similarities. The only exception was one where you control a fish. In that one the water splash animation occurred on the grass leaving me to believe the game was pushing the envelope of what the engine could do.

One trick pony engines worked in the 90's because something like an FPS required rare personnel to develop given the limited hardware. That's why you'd get weird kids stuff like Nerf Arena Blast (Unreal 1) and Super 3D Noah's Ark (Wolfenstein 3D engine). Eventually you had Renderware, but that was like the Unity of the 2000s.

There's a world of JS game engines, more advanced, for free today https://github.com/collections/javascript-game-engines

Moddio has built in multiplayer server support that seems pretty intuitive, that's definitely something special. But a screwdriver that makes Stick RPG clones isn't very profitiable.

Re: Show HN: I'm open-sourcing my game engine

#36
post #32

Earlier quoted context omitted.

I play a lot of games and sold some in the past, but I’ve never heard the term. What is an IO game?

IO game is a catch all term for these types of mechanically simple, multiplayer, web-based games . The name comes from the fact that many of these games are hosted on .io domains. Well known examples are agar.io and slither.io.

And the biggest platform for them all, itch.io.

Re: Show HN: I'm open-sourcing my game engine

#37
post #26

Earlier quoted context omitted.

This is an unfair comparison imo. Just because Dewalt (or similar) sell a comprehensive toolbox does not mean people won't pay for a standalone screwdriver. It all depends on what people feel they need.

I looked at, at least 8 different moddio games. They're all top down Newgrounds games with painfully obvious similarities. The only exception was one where you control a fish. In that one the water splash animation occurred on the grass leaving me to believe the game was pushing the envelope of what the engine could do. One trick pony engines worked in the 90's because something like an FPS required rare personnel to…

fwiw they're called "IO games" and they're - even still - not-unpopular games

Re: Show HN: I'm open-sourcing my game engine

#38
I joined one of the Brains server and was curious what the experience was for 50~ players. The movement was a bit janky, as expected from websockets. I was also curious about the networking compression, because I'm doing something similar.

I'm not sure if just doing LZ-string compression is enough. 50 players use about 20KB/sec data. Comparing that to Warzone at 150 players uses only 48KB/sec data. Unless you have unlimited data, that could be costly in cloud bandwidth.

It was also curious that the compressed buffer of bytes look like this: 埒愑䣔橤㤰゙㟍稦獦ঙ惝䓇強栛䳌۬䌃̩佼

I wasn't sure if that is how LZ-string compression just ends up, but its a bit jarring.

In any case, there is lots of room for improvement on the networking side to reduce potential costs.

The whole project is very impressive, so great job!

Re: Show HN: I'm open-sourcing my game engine

#39

A sure way to never finish a game is to start by writing an engine. You can absolutely make your own tech but at every step that tech should be tailored for your project, as opposed just a general game platform.

Can you elaborate on what part of moddio you're referring to? Was it a product of a failed attempt to create a game?

Re: Show HN: I'm open-sourcing my game engine

#40
post #6

I find that node js based multiplayer backends will eventually slow to a crawl as the number of connections goes up. How have you solved this problem? Wouldn’t something like Go be a better alternative here?

They use uWebSockets (https://github.com/uNetworking/uWebSockets), which was written in C, but has an interface to use in NodeJS. It's been really performant for me in my simple tests compared to other popular websocket libs that slow down fairly quickly.
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