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Bomberman massively multiplayer in HTML5

bombermine.com

131–140 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#131
post #71
post #69

"How the fack?" was my first reaction..Because this is so awesome! Revives old memories, yet also seems really fun (especially when you try to bomb others)!! A few questions: 1) What backend technology do they use for real-time and concurrency? Node.js?? Scala?? 2) How does one update the players' real time positions/actions?? If someone could shed some light on these questions, it would be so freakin awesome!!

1) They're using HaProxy + probably NodeJs ( i'm 99% sure )

How can you tell they are using HaProxy?

Re: Bomberman massively multiplayer in HTML5

#133

Earlier quoted context omitted.

They’re really not. Go look at anything on (for example) Turbulenz ( https://turbulenz.com/ ) and that’s as good as anything Flash has done.

All it did was blow up my browser's RAM usage to 2GB and then deliver ~2fps. IIRC Flash did better.

If by "better" you mean "blew up my browser's RAM usage to 2GB AND maxed out an entire core" then that's consistent with my flash experience (on 64-bit Linux, which I realise is not exactly a first-class citizen)

Re: Bomberman massively multiplayer in HTML5

#134

Earlier quoted context omitted.

I just bought my son a digital edition of Diablo 3 the other day. It was far from smooth sailing.

You had a problem with it? I haven't tried Diablo 3 specifically, but I find in most modern distribution platforms like Steam (or similar utilities from Blizzard) you just buy, click, walk away for 2 hours, and when you come back the game is installed and ready to play. It couldn't be easier to install native apps! -- when every thing works correctly.

One particular thing I noticed about Diablo is that it was playable long before it actually finished downloading. Most of the maps, video and artwork was downloaded as I played the first few levels. Pretty cool.

Re: Bomberman massively multiplayer in HTML5

#135
post #133

Earlier quoted context omitted.

All it did was blow up my browser's RAM usage to 2GB and then deliver ~2fps. IIRC Flash did better.

If by "better" you mean "blew up my browser's RAM usage to 2GB AND maxed out an entire core" then that's consistent with my flash experience (on 64-bit Linux, which I realise is not exactly a first-class citizen)

I agree complaints like this are currently valid in some respects, but the good thing is that feedback loops like this will eventually result in the same efficiency we come to expect from flash games on HTML5.

Re: Bomberman massively multiplayer in HTML5

#136
post #42

Earlier quoted context omitted.

Do you have any examples of live web-based games that are doing this with Node?

You might want to look at grits. It's an open source html5, multi-player PvP, 2D shooter up game with sound, built in match making, auth server and architected by a team of ex-game developers at Google using mostly free tools to create maps, package assets, etc.. Here's the source: http://code.google.com/p/gritsgame/ They are using Node to run the game instances on the server. This is mainly because having identical…

I dont see the udacity course where the game is built from scratch, was it removed?

Re: Bomberman massively multiplayer in HTML5

#137
post #70

Earlier quoted context omitted.

Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…

This is a naive interpretation. It's easy to imagine that "application quality or capability" is some easily measured metric tied to easy to measure numbers (like FPS or megahertz). In reality for many applications performance is not the long pole, so moving them to the web adds many advantages. I find it weird that someone could make the claim that "web apps set us back 20 years" in 2013, when web apps have transfor…

> (google search, web mail, amazon, online banking and investing, etc.)

The transformative power of all of those (excepting maybe GMail) was realized in the form of cgi-generated webpages (click, refresh). Performance is not a requirement for those applications, whereas it is very much a requirement for interactive games. 20 years might be a little too harsh, but only a little.

Re: Bomberman massively multiplayer in HTML5

#138

Actually, this is what I believe is the place of Go (the language) in HTML5 programming. I don't know if this was done with Go on the server side, might as well be node or gevent, but Go would be faster and easier to build a multithreaded game server with.

I've been fancying building a game with Go + JS. I only have 2 problems: 1: I can't think of a game 2: Most JS libraries/frameworks drive me nuts. However there are quite a few decent looking JS game frameworks about. Are there any recommendations?

http://www.isogenicengine.com/

Re: Bomberman massively multiplayer in HTML5

#140
Pardon my English.

Team consists of two programmers and four helpers, we live in different cities near Moscow.

I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering.

We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :)

Game Core: Pure Java.

Game Client: cross-compiled with GWT. Angular.js for UI (scoreboard, chat).

Game Server: Haproxy -> Jetty

Web backend: nginx -> node.js

Servers are hosted in cloud and begin to slow down after 800 players.

We'll rent dedicated servers to archieve 1500 players on a map.

P.S. Langoliers are eating the time you spent in bombermine.

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