After the MMO Asteroids incident [1], I had to switch off my network connection to reassure myself that it isn't fake. If you're looking for a more in-depth experience, check out Osmos [2], the single-player game that probably inspired this. [1] https://news.ycombinator.com/item?id=378475 [2] http://www.osmos-game.com/
It doesn't appear your [1] MMO Asteroids link is correct. It's a comment about doing Cocoa dev for 10 years
Agar.io
121–130 of 238 posts
Re: Agar.io
#122Earlier quoted context omitted.
Absolutely, I'm still waiting for my bank to let me modify the money in my account client-side, that way they'll have to do a lot less computing! I swear I'll never send the server anything dishonest, like say owning a billion dollars. :)
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Re: Agar.io
#123Re: Agar.io
#124Dev here, feel free to ask me questions.
Feature requests: choose the server (to play with friends), see map borders, super fast mode (twice the speed for everyone) Great game!
Re: Agar.io
#125Earlier quoted context omitted.
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But then you'd still be computing the velocity on the server side, only now you're checking if the reported velocity is legitimate or not.
Client-side computing exists, but only to present a fake state which doesn't affect the game mechanics but only servers a cosmetic function to bridge the time until the server updates the client with the actual data (on which any essential game mechanics are based).
Games typically just send keyboard input to the server, simulate the game as best they can, and receive the state of the game as it 'really' is. Just like you can't change your money on your bank account, but you can send instructions to send money (keyboard input), and your client-side app will likely immediately update your balance even if it's not fully processed yet by the server.
Beyond that, computing vectors of a few players isn't really a big deal for a server, with 20 players you're really running a relatively simple simulation without any rendering.
Data on the network is the bottleneck. And it's far more efficient to send e.g. a 'player pressed Forward' on second 0, and 'player released Forward' on second 8. That's two messages, as opposed to a 30-60 frames per second update on the player's position.
So for security and performance, it's usually not that great of an idea for clients to do all that much computing. One day we might even see rendering happen serverside, too, OnLive got it to work pretty well at low-res but it was far from optimal. (they shut down btw)
Re: Agar.io
#126Re: Agar.io
#127Re: Agar.io
#128Dev here, feel free to ask me questions.
Re: Agar.io
#129This is a really fun game. BTW you can use the space bar to shoot and divide yourself to _attack_ other cells.
Doesn't work for me. Is there a threshold for dividing? OTOH, the game is choppy as hell for me, maybe that's the reason.
Re: Agar.io
#130Dev here, feel free to ask me questions.