Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
21–30 of 73 posts
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#22Earlier quoted context omitted.
TCP. If you mouseover the tiny, hard-to-see lag meter in your colored square while playing a game you'll be able to see some stats about your connection.
I love this game. It is a themed copy of Hudson Soft's Bomberman game that I originally played on the SNES. The creators have a blog entry about latency and websockets. With even a minimal amount of packetloss, TCP makes for really bad latency - http://blog.artillery.com/2012/06/websocket-performance.html It's too bad we won't see any playable twitch games in the browser until there is some way to do UDP. I don't see…
(found on http://blog.artillery.com/2012/07/six-impossible-problems.ht...)
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#23Earlier quoted context omitted.
TCP. If you mouseover the tiny, hard-to-see lag meter in your colored square while playing a game you'll be able to see some stats about your connection.
I love this game. It is a themed copy of Hudson Soft's Bomberman game that I originally played on the SNES. The creators have a blog entry about latency and websockets. With even a minimal amount of packetloss, TCP makes for really bad latency - http://blog.artillery.com/2012/06/websocket-performance.html It's too bad we won't see any playable twitch games in the browser until there is some way to do UDP. I don't see…
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#24lag issues ("waiting for other players") and passer-throughs are making it a bit difficult to get a game going though.
edit: this has a few crippling bugs. seems like i have the most trouble after someone leaves a game. also, this desperately needs chat, or voice chat, and a high score. thanks again this is the most fun i've had in a while.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#25Earlier quoted context omitted.
I love this game. It is a themed copy of Hudson Soft's Bomberman game that I originally played on the SNES. The creators have a blog entry about latency and websockets. With even a minimal amount of packetloss, TCP makes for really bad latency - http://blog.artillery.com/2012/06/websocket-performance.html It's too bad we won't see any playable twitch games in the browser until there is some way to do UDP. I don't see…
WebRTC allows for general UDP packets (in the spec at least - haven't tried it in Chrome stable) so hopefully this will be a workable solution as it gets more support.
WebRTC is currently some weird wrapper around ICE and nat traversal protocols, not something that seems useful for sending generic javascript-land ArrayBuffers or similar.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#26Here's John Carmack describing how he used the aforementioned techniques to make Quake playable over the internet: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm
Here's how Valve do it:
https://developer.valvesoftware.com/wiki/Latency_Compensatin...
And here's another good article on the topic: http://gafferongames.com/networking-for-game-programmers/wha...
Oh, and here's one implementing it with Node / HTML5: http://buildnewgames.com/real-time-multiplayer/
Good luck.
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#27It's a well-executed game though. Haven't found any flaws, but I can't really say it's original. Good proof-of-concept for HTML5!
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#28I'm getting these errors in Chrome (v. 22.0.1229.79 m): Unexpected response code: 404 :1 Channel error 'BROWSER_WS_ERROR': 'undefined' __runtime.js:1 Channel 0 closed. __runtime.js:1
Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
#29You might want to consider using client-side prediction and lag compensation. Here's John Carmack describing how he used the aforementioned techniques to make Quake playable over the internet: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm Here's how Valve do it: https://developer.valvesoftware.com/wiki/Latency_Compensatin... And here's another good article on the topic: http://gafferongames.com/networking-f…
Powderkeg uses lockstep network synchronization and every client sees the same simulation (though the player you control has prediction). The network framerate is 10 FPS and the server waits 2 ticks to collect input, so anyone with more than a 200ms ping to the gameserver will have a less-than-desirable experience.