Live data from Hacker News

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

powderkeg.artillery.com

41–50 of 73 posts

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

#46
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…

So with your lockstep I presume you're allowing the client to move instantly locally then syncing back with the server? As I'm getting some minor snapbacks (I probably have 200ms+ ping being in Australia) and usually lockstep (for RTS games anyway) doesn't have that and has input delay instead as the client waits for their moves to return from the server.

EDIT: Ah cool I see it's explained in your post: http://blog.artillery.com/2012/10/play-powderkeg-html5-multi...

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

#48
post #14

This is a great little game. Just played a few rounds and had a blast but hit some nasty lag a few times. The basic game play is quite addictive. Nice job.

i have to ask... pun intended? i used the same wording originally, but revised after i realized what i'd said.
Post reply on HN