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

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61–70 of 94 posts

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

#61

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.

amen to that! (own experience)

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

#62

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 un…

[flagged]

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

#63
post #57

Earlier quoted context omitted.

Movements pretty tight in our websockets: https://gooberdash.winterpixel.io/ It's all about the client side prediction & roll back networking algorithm. Our game states end up being ~1kb at 30hz, which typically fits into a single packet, so websockets aren't terrible. An unreliable protocol would be better, of course.

>client side prediction & roll back networking algorithm. I need to look into this! I made a little networked 2D physics thing (just bouncing balls) and I was surprised how well it stays in sync, because of course both machines just simulate the same result. I added some interactivity and simulated lag / packet loss, at that point I added an interpolation function so an entity could have a "target" and gradually slid…

There's an awesome talk by someone in the overwatch team in youtube. It's about ECS but it has a big section on networking that had some useful tips.

Edit: here it is - https://www.youtube.com/watch?v=W3aieHjyNvw

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

#64

Earlier quoted context omitted.

This is called OAuth 2.0 and is trivial to implement with something like Okta.

Or we could not encourage depending on a constantly-breached centralized “security” authority. https://hn.algolia.com/?q=okta

This feels a bit like NIH syndrome to me. Maintaining your own authentication solution is not trivial, especially for small/one-person operation.

Edit: Re-reading, I guess this is specifically targeted at Okta, who have had their share of problems.

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

#65
post #51

Earlier quoted context omitted.

I'm going to start a blog! And by "start a blog" I mean write a whole new blog engine entirely from the ground up...

Maybe not a great example, you can make a simple blog from scratch in like 20 lines of PHP/MySQL. I did this as a young teenager by copy-pasting some example code from Tizag's MySQL tutorial (which amazingly is still up, in its original condition![0]) (I wish I could share the original code, but I don't have it here.) [0] http://www.tizag.com/mysqlTutorial/

A blog engine!

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

#66

Earlier quoted context omitted.

This is called OAuth 2.0 and is trivial to implement with something like Okta.

Or we could not encourage depending on a constantly-breached centralized “security” authority. https://hn.algolia.com/?q=okta

Is there really a better alternative? Using a centralized service is certainly more secure than every company implementing a bespoke auth system.

Also, there are super strong incentives to hack Okta, so naturally more people will try to hack Okta.

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

#67

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?

I had the same initial response, but I think what parent us saying is that people should consider using this engine, rather than spinning their own?

I'm not sure I agree, as many great games are built on in-house, bespoke engines, or else custom modifications to existing engines. But for the purpose of rapid prototyping, the intended use of this engine, it definitely makes sense to use a preexisting engine in most cases.

I could be wrong about parent's intending meaning though.

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

#70

It is no short feat getting users to adopt your game engine, especially closed source. How did you manage to do that so well so far with the gallery of games you have on your site? Are those just a few friends or is there a pretty active community?

We have an active community who are creating between 150 to 300 new games every day. Having a low-barrier of entry for both game devs & players def helps. (No download/signup required)
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