Live data from Hacker News

Agar.io

agar.io

91–100 of 238 posts

Re: Agar.io

#91
post #20

What is the tech stack of this game?

Dev here. Client side is javascript, no frameworks or anything. Server side is C++ with libuv for abstracting networking (I test it on windows but the actual servers are linux).

I found your inclusion of Bootstrap to be mildly amusing :)

Re: Agar.io

#93
post #69

While looking at the js source code and modifying it a bit I was able to program keys W A S D to move my cell around. But it doesn't work after a bit. The protocol is send the position of the mouse (which corresponds to the cell) to the server and then it calculates change over time to get a velocity. So if I move too much it starts going forever in one direction. Although this is using a quad tree implementation for…

Dev here.

There are at least 12 servers at the moment, but they're divided between several regions so you're probably only seeing the IPs of the servers in your region. Each server also has several instances of the game, it creates more as demand rises. The most used resource on the servers is CPU.

Re: Agar.io

#96

Earlier quoted context omitted.

Dev here. Client side is javascript, no frameworks or anything. Server side is C++ with libuv for abstracting networking (I test it on windows but the actual servers are linux).

I found your inclusion of Bootstrap to be mildly amusing :)

Ops. I reused some code from another game, I forgot I had bootstrap only for that one button, lol.

Re: Agar.io

#99

Dev here, feel free to ask me questions.

How many different 'servers' or relms are there? Care to comment on how many concurrents any one can handle?

There are 12 "servers" at the moment (divided among some regions, I think 6 for europe). But each server can host several realms, so I'm not quite sure how many realms are there, but at the very least 12 (probably 30 or more, though). A server can handle up to around 200 players (I don't know the exact number, the CPU is the limit).

Re: Agar.io

#100
post #78

Earlier quoted context omitted.

But wouldn't it be more efficient to calculate the velocity on the client side then only send changes to the vector?

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]
Post reply on HN