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Will do when this is over. Right now I'm trying to prevent servers from melting. HN traffic...
by fivesigma 9y ago
Will do when this is over. Right now I'm trying to prevent servers from melting. HN traffic...
- Meegul 9y agoYou've done a great job! It's stayed very responsive for the time I've played. I haven't even noticed any dropped packets, so your method for dealing with them seems to be working very well despite the high load.
- fivesigma 9y agoNothing too fancy. Just proper devops and a lot of testing. https://i.imgur.com/oSwGgFA.png https://i.imgur.com/oSwGgFA.png
- swanify 9y agoWhere are you hosting it? That looks quite custom to gaming
- fivesigma 9y agoIt better be! It's my homegrown panel that I use for all my projects.
- mcescalante 9y agoI would love to hear more about this dashboard in your write up. Would love to create something like this myself :)
- meebs 9y agoDo you have a blog or write ups about this process / your workflow / etc.? I feel as a novice I could learn a lot.
- comboy 9y agoThat is fancy. It is actually so beautiful I got emotional.
- fivesigma 9y agoTHE comboy of bitcoinity fame? I'm honored. I remember donating back in the day!
- comboy 9y agoHuh wow, thanks :) I need to make bitcoinity working as stable as airma.sh does. Congrats on the well earned success btw, clearly the game is here to stay. It would be sweet to be able to change fire from spacebar to something else. Spacebar tends to be big and loud.
- ngrilly 9y agoIs it an home made dashboard or do you use some standard tool?
- pvsukale3 9y agoGreat job with the Game. Would love to read an article about how you developed this game and handled initial traffic.
- Kiro 9y agoReally looking forward to a write-up!
- deleted 9y ago[deleted]
- z3t4 9y agoWould be nice to know what you use for hit detection and interpolation, it seems very smooth!
- Fifer82 9y agoAlso want to show appreciation for your work. I tried to create a game similar to this (I spent 6 months on it). Very basic Geometry. Circles. I got the concept working well locally, but I ran into problems on how to deal with the networking. I got things running in Node with SocketIO and so on but there could be 400 players, each made of upto 8 moving pieces, and each can fire several times a second. I spent a lot of time on a book, "Real time collision detection" and generally I have fond memories of the whole project and trying different partition and slicing up space. However, how to package and deal with this snapshot of world "over the network" or for example "how to smooth any lag relative to the client"... this middle region was largely undocumented or ill accessible to me. I will look forward to when/if you write any thoughts.
- fivesigma 9y agoI will definitely do a write-up but you're right. It's really hard to find info on any of that online. A lot of trial and error.
- alphaomegacode 9y agoFantastic game. Enjoyable, simple. Wish you all the best with it. Thank you for your outstanding work