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Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

powderkeg.artillery.com

61–70 of 73 posts

Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

#61

I visited the site using Firefox Nightly and it said: "Powderkeg can't run on your browser. Would you mind coming back with either Google Chrome or Firefox?".

You mean, something about the absolute, bleeding-edge version of Firefox causes it not to work? ;)

Kidding aside, I'll take a look. What OS?

Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

#65
post #29
post #26

You 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…

All good links, thanks! We are in fact using client-side prediction and lag compensation. It's extremely difficult to make a perfectly-playable action game with 500ms ping — you'd be kicked off a Quake server with that kind of lag :) 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 w…

I'm playing from Aus, and yeah there are slight snapbacks but it's completely playable (and quite fun).

Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

#67
Chrome user on Debian (Version 21.0.1180.89).

When I load it in a normal window and click "Find a match" nothing happens. In console:

> findMatch failed: CHANNEL_REQUEST_ERROR: 'BROWSER_WS_ERROR: WebSocket.readyState 3 != WebSocket.OPEN'

When I try to load it in an incognito window:

> XMLHttpRequest cannot load http://pk-cdn.prod.artillery.com/powderkeg/21/Scenes/MainMen.... Origin http://powderkeg.artillery.com is not allowed by Access-Control-Allow-Origin.

Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

#68
post #8

Would you consider adding on screen controls for tablet users? I'd guess this kind of thing is a better fit for mobile than desktop, but is unusable as is under Android Chrome.

Runs like ass on my nexus 7 and galaxy nexus

Re: Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game

#69
The graphics are very nice and felt professional. However, I don't think you're doing enough of the game logic client-side. I saw very noticeable glitches constantly, to the point where the game is unplayable for me. Even if some packets don't get through, you should continue to animate smoothly. Even when walking across the map, my character was glitching out-- moving a step or two, then getting stuck, then teleporting a few spaces forward, then getting stuck again, etc.

One of the starcraft devs posted a blog entry here that should be instructive-- sorry, I lost the link, but it might still be reachable from the front page. Basically, you need to do as much as possible on the client side, even when packets are not going through, to make the interface feel responsive.

The issue might also be exacerbated by a simple lack of bandwidth, or maybe some problem with HTML5 (I admit, I am not that familiar with HTML5 as a dev environment.)

http://bombermine.ru, on the other hand, was as smooth as butter for me. So I don't think the problem is insurmountable. Anyway, don't give up, I'm sure you can fix it! You probably should create some kind of test environment where packets are artificially delayed-- perhaps there is an iptables incantation in Linux that can do it for you.

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