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Bomberman massively multiplayer in HTML5

bombermine.com

141–150 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#141

Earlier quoted context omitted.

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?

It's still there. It's the html5 game development course: https://www.udacity.com/course/cs255

This course is the entire game client. The server side will be part 2 of the course released at a later time.

There's also an hour presentation from Google I/O explaining the client and another hour presentation from Google I/O explaining the server. Both can be found on Youtube searching for "html5 grits".

Re: Bomberman massively multiplayer in HTML5

#142
post #104

Awesome, but one exploit makes it less fun: Smart players who are trapped by a foe are dropping their own bombs so that the foe doesn't get the kill. I blocked a player in an alley. Right before he died he dropped his own bomb. I got no point for the kill. That means any skilled player can prevent anyone from scoring points for killing them. The solution is to use a kill chain. When a bomb kills a player, look to see…

We're using kill chain :)

Re: Bomberman massively multiplayer in HTML5

#143
post #88

Earlier quoted context omitted.

They could always use WebGL to get a 10x improvement in graphics for the same performance requirement.

They could. But then they would lose support for 30% of their users.

I already implemented webgl renderer, but it has some bugs. I will switch it on ASAP. Both 2d and webgl renderer has the same interface, but different kind of optimizations, so there's no point to use webgl without acceleration. If your browser can draw 20,000 rects in 500ms, then bombermine will use webgl.

Re: Bomberman massively multiplayer in HTML5

#144
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) HaProxy + Jetty 2) very tricky. I will write an article on this topic.

Re: Bomberman massively multiplayer in HTML5

#145

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 (sco…

What are you serving with node? Chat?

Re: Bomberman massively multiplayer in HTML5

#147

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'm sure that MMO game can be written on: Go, Java, JS (node.js), Dart, Kotlin, Scala. The point is that we need a strong backend and ability to use common code on the client and server.

Re: Bomberman massively multiplayer in HTML5

#149

Earlier quoted context omitted.

Catastrophic mistake, isn't that a bit exaggerated?

I don't know. When a professional 3D game developer (the lead guy who coded grits) tells me it's necessary that both ends use the same language to correctly calculate predictions and simulations in the correct timing then I believe him. If your game is completely out of sync and the input feels horrible because it's delayed then your game is going to be instantly rejected. Having all of your hard work instantly rejec…

It's not necessary per se (much less catastrophic if you do otherwise), but it's certainly much more convenient. It's only necessary if you rely on simulations being identical, which would happen if you are using deterministic dead reckoning or lockstep networking. Client side prediction and server side cheat detection are normally not so strict.
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