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Show HN: I Built Multiplayer Deathmatch Joust

joust.life

51–60 of 107 posts

Re: Show HN: I Built Multiplayer Deathmatch Joust

#52

Most of this code dates back to 1998, when I built a little 2 player Joust game to push the bounds of what you could do with Div (and at the time Layer) tags in the latest browsers such as IE4 and Netscape 3. Surprisingly, most of it still worked when I thawed it out recently, provided your browser knew about document.all. Over the weekend, I brought it up to date a bit and introduced it to Socket.io. Thus far it has…

If you can figure out a way to only send inputs for each player instead of their full state, it should significantly reduce network traffic and lag for each player-- right now it's sending ~1KB/frame!

Re: Show HN: I Built Multiplayer Deathmatch Joust

#56
post #24

HN gentle hug of death.

On a tech site like this can we please bring 'slashdotted' as the verb to describe a non-malicious DDoS? /. atleast earned the right to coin the term.

/.ed implies /.-originated. Hug of death is the HN equivalent. /.ed / HoD seem to also be used for popularity DDoSes generally.

Re: Show HN: I Built Multiplayer Deathmatch Joust

#59

Most of this code dates back to 1998, when I built a little 2 player Joust game to push the bounds of what you could do with Div (and at the time Layer) tags in the latest browsers such as IE4 and Netscape 3. Surprisingly, most of it still worked when I thawed it out recently, provided your browser knew about document.all. Over the weekend, I brought it up to date a bit and introduced it to Socket.io. Thus far it has…

That's pretty awesome.

I remember making a CGI (that's an ancient, simple server backend for the young-ins) IM chat in 1996. It used the keep connection open trick present in HTTP 1.0 and a tiny bit of Netscape JS.

Re: Show HN: I Built Multiplayer Deathmatch Joust

#60

Most of this code dates back to 1998, when I built a little 2 player Joust game to push the bounds of what you could do with Div (and at the time Layer) tags in the latest browsers such as IE4 and Netscape 3. Surprisingly, most of it still worked when I thawed it out recently, provided your browser knew about document.all. Over the weekend, I brought it up to date a bit and introduced it to Socket.io. Thus far it has…

If you can figure out a way to only send inputs for each player instead of their full state, it should significantly reduce network traffic and lag for each player-- right now it's sending ~1KB/frame!

Operational transformations (OTs).
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