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gafferongames
searching PlanetScale…
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6 ms
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91.
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by
gafferongames
4mo ago
Nonsense. I unit taste all the time, it's called taste driven develoment (TDD) for a reason.
92.
▲
by
gafferongames
4mo ago
Multiplayer game networking.
93.
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by
gafferongames
4mo ago
You are correct and I misread the article while skimming it.
94.
▲
by
gafferongames
4mo ago
> I mean it - you're going to be hurt badly if you don't reevaluate what is happening and plan accordingly. Point taken. I'll just ask the AI to make me a really fun AAA multiplayer game next time I work on one.
95.
▲
by
gafferongames
4mo ago
And how many games have you shipped?
96.
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by
gafferongames
4mo ago
Thank you sir
97.
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by
gafferongames
4mo ago
AI makes up shit that doesn't exist and lies to you. Sure, let's get the word salad generator to write all the code. What a great fucking idea.
98.
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by
gafferongames
4mo ago
In the game industry this is actually a positive thing. If you think that AI can write code better than you can, I'm not going to disagree with you, but maybe you should try getting better or more specialized at what you do, because I
99.
▲
by
gafferongames
4mo ago
> For the vast majority of people who currently have a job in software... you will not have a job in software in the future whether you use AI or not. The tide is coming for almost all of us. I'll agree with you as soon as all video
100.
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by
gafferongames
4mo ago
The beatings will continue until management improves and gets costs under control.
101.
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Absolute State of Unreal 2026
(joewintergreen.com)
3 points
by
gafferongames
4mo ago
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0 comments
102.
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The best thing that has ever happened for multiplayer games
(mas-bandwidth.com)
35 points
by
gafferongames
4mo ago
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17 comments
103.
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by
gafferongames
4mo ago
Just use AF_XDP
104.
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by
gafferongames
4mo ago
ART OF THE DEAL
105.
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Free Network Bandwidth Amazon GameLift Servers Is Here!
(aws.amazon.com)
3 points
by
gafferongames
4mo ago
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0 comments
106.
▲
by
gafferongames
4mo ago
Nah. Fix the bug in their NAT code and/or route around bad network performance by deploying more relays in the Middle East with different hosting providers. https://partner.steamgames.com/doc/features/multipla
107.
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by
gafferongames
4mo ago
Yet another classic unskilled but unaware of it from the hacker news crowd (another professional gamedev here).
108.
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by
gafferongames
4mo ago
Paging Fletcher Dunn
109.
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The Cost of AI
(alextardif.com)
3 points
by
gafferongames
5mo ago
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0 comments
110.
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by
gafferongames
5mo ago
Just use UDP
111.
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by
gafferongames
6mo ago
If you want to get fancy you can track the last received input frame on the server and send it down to the client, then the client only needs to send inputs since the last asked input frame the server has seen.
112.
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by
gafferongames
6mo ago
One cool trick you could try (although you are probably doing it already) is to include all inputs for some long period (like 1-2 seconds!) in every input packet the client sends to the server. This way if one input packet gets lost, the ve
113.
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by
gafferongames
6mo ago
The thing the author is trying to solve for here is reducing the amount of CPU used on the client when it rolls back the simulation and re-simulates to keep server authority. He does this by only rolling back and re-simulating only a subset
114.
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by
gafferongames
6mo ago
I think this is a cool idea. Well done!
115.
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So I'm making a 1000 player space game
(mas-bandwidth.com)
3 points
by
gafferongames
6mo ago
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1 comments
116.
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by
gafferongames
6mo ago
The person who downvoted this clearly does not read the new InfoWars...
117.
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by
gafferongames
6mo ago
brb. Turning my gold into piss
118.
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by
gafferongames
7mo ago
If you guys didn't already realize that Microsoft was a garbage company in the 90s I really don't know what to say...
119.
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by
gafferongames
8mo ago
Don't worry, it's coming
120.
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by
gafferongames
9mo ago
Why are rust people always insane?
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