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Agar.io

agar.io

121–130 of 238 posts

Re: Agar.io

#121

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

looks like it was missing a digit. https://news.ycombinator.com/item?id=3784754

Re: Agar.io

#122
post #100

Earlier 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. :)

[deleted]

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.

Re: Agar.io

#124

Dev 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!

At the moment you can use a trick to play with your friends (that's what I'm doing): For each player, redirect m.agar.io to your own server (/etc/hosts), which serves a static file with the gameserver location (which you get from the original m.agar.io). Then reload the game until you're in the same realm. Don't forget to set the Access-Control-Allow-Origin header.

Re: Agar.io

#125
post #122
post #100

Earlier quoted context omitted.

[deleted]

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.

Exactly.

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

#127
post #108

Earlier quoted context omitted.

Great game! Feature request: please add chat

Emojis or pre-generated text like "close one" would be nice. I think full chat would be too much.

yesss -- they can be triggered with the keyboard, and displayed as the bubble face!!

Re: Agar.io

#129
post #84

This 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.

I have Vimperator for Firefox, and I had to ignore those keys (Shift + Esc) while playing in order to use the keyboard. Just FYI in case anyone else ran into the same thing.
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