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Bomberman massively multiplayer in HTML5

bombermine.com

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Re: Bomberman massively multiplayer in HTML5

#91
post #70

Earlier quoted context omitted.

Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…

I think this overlooks all the pluses of this new "medium". How did you get your copy of wolfenstein in 1992? Travel to the radioshack, get a stack of disks, feed them one by one into your trs80? Within seconds this morning I was playing this game - with a 1000 other people simultaneously. Amazing in my book.

It's not competing with 1992 distribution though, it's competing with 2013 distribution.

Re: Bomberman massively multiplayer in HTML5

#92
post #70

Earlier quoted context omitted.

Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…

I think this overlooks all the pluses of this new "medium". How did you get your copy of wolfenstein in 1992? Travel to the radioshack, get a stack of disks, feed them one by one into your trs80? Within seconds this morning I was playing this game - with a 1000 other people simultaneously. Amazing in my book.

I could also be playing Wolfenstein or one of many, many games in about a minute via Steam.

Re: Bomberman massively multiplayer in HTML5

#94
post #56
post #47

Earlier quoted context omitted.

The way you prevent cheating in a game like this is that the game itself runs on the server. The client side is merely showing a representation of the server state. If people want to edit the scripts to show an invalid state who cares. Granted latency becomes a huge challenge, but in a perfect world (no latency) having the scripts on the clients side and having people edit them isn't a big deal

Easily said, but the challenge is making absolutely triple damn sure that the game running on the server is bulletproof against malicious input by the client. It took years for early games like Diablo and Everquest to get it right in ignoring a client sending position updates to move a character faster than nominally allowed by the game logic. And that's the tip of the iceberg. You also have the problem of hidden inf…

The "fog of war" is actually really easy to do. And most games that use "fog of war" already have parts in place for this.

Checking client input is rather difficult, but it's no more difficult then developing the game itself. Just a lot of hassle and checking.

Even if you do all this stuff, people can still break it. Look at pretty much every game made. There are ways to cheat.

Re: Bomberman massively multiplayer in HTML5

#95
post #12
post #9

Anyone got any background on the backend tech involved?

Answering my own question but: >Thanks :) Follow us @bombermine — we have plans to write an article about how game works. In few words: java, jetty, gwt, javascript, node.js, html5 [1] [1] http://www.reddit.com/r/WebGames/comments/199urs/bombermine_...

[deleted]

Re: Bomberman massively multiplayer in HTML5

#96
post #70

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

Web Apps set us back 20 years in pretty much every respect except ease of deployment (1992 - people are impressed that Wolfenstein 3D gets 60FPS on a 100MHz Pentium; 2012 - people are impressed that Wolfenstein 3D (in Javascript!!!!111omg) gets 15FPS without sound on an 8-core 3GHz box). With the exponential rate of development I doubt it'll take a full 20 years to catch up, but it'll still be a while before we've co…

Parity is the wrong measuring stick.

Web app performance will always be playing catchup with native, and while the performance gap may shrink (perhaps to the point of irrelevance) it will never be eliminated. The OS and device makers are making the rules.

The real future is in our increasing ability to recognize and build to unique platform advantages in integrated ways. Dismissing the web platform as merely 'distribution' minimizes the value of a universally accessible, instant connection to everyone. It allows for different kinds of experiences unrelated to native performance. As the performance gap b/w platforms decreases, we may see more rich experiences for a web audience that's interacting in realtime with native or console users, broadening what's possible for everyone.

Re: Bomberman massively multiplayer in HTML5

#98

Earlier quoted context omitted.

Do you still have to deal with all of the DOM stuff in html5/javascript?

Yes and no. It's all still there of course. I imagine though if you want to build a game you don't use DOM elements for sprites etc. You just create a giant element that you draw to as you would draw to a frame buffer in DirectX etc. You could use DOM elements for the UI though I guess.

Yep. If you examine the source of this game that's exactly how they handle the game itself.

Re: Bomberman massively multiplayer in HTML5

#99

Earlier quoted context omitted.

I think this overlooks all the pluses of this new "medium". How did you get your copy of wolfenstein in 1992? Travel to the radioshack, get a stack of disks, feed them one by one into your trs80? Within seconds this morning I was playing this game - with a 1000 other people simultaneously. Amazing in my book.

It's not competing with 1992 distribution though, it's competing with 2013 distribution.

I just bought my son a digital edition of Diablo 3 the other day. It was far from smooth sailing.

Re: Bomberman massively multiplayer in HTML5

#100

I upvoted this because it is awesome, and it is, well... Bomberman. But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5, and actually start focusing more on what is actually being done -- regardless of the technology used. Or to put it another way: when will HTML5 games stop feeling like HTML5 games? For example, if this were on a console, I think it would still be cool…

> But I'm genuinely curious: at what point will we stop being fascinated by what can be done in HTML5

Go in any store that sells video games. Look at the backs of all the boxes. Find similarities.

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