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hpx7
searching PlanetScale…
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31.
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P2P vs. client-server for multiplayer games
(blog.hathora.dev)
3 points
by
hpx7
4y ago
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0 comments
32.
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Hathora: Multiplayer Made Easy
(blog.hathora.dev)
82 points
by
hpx7
4y ago
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31 comments
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hpx7
5y ago
Looks very interesting. Is there some example Adama application source I can browse to see what typical code looks like?
34.
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hpx7
5y ago
1) The client and server are currently located in the same repo but I'm planning to make it so that you can run them separately. This will let you do things like write a new frontend for an existing deployed Hathora backend which you d
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hpx7
5y ago
Definitely, once I add support for C#/C++/GDScript as language targets that is the next step
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hpx7
5y ago
Someone on the discord server already hacked together a multiplayer Godot game using Hathora! I'm not sure I understand the "Hathora-in-the-middle" piece -- Hathora isn't quite a Backend-as-a-Service like Firebase if tha
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hpx7
5y ago
The way I've thought about preventing cheating with Hathora is to make it server authoritative, and make it as simple as possible to validate client actions in the server.
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hpx7
5y ago
Yeah I'm curious to see where people bump up against the limits of the yml types DSL. I plan to make a UI on top of the yml to make it a bit easier to work with as well. I think the popularity of Protobuf as a format shows that people
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hpx7
5y ago
Thanks Justin!
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hpx7
5y ago
I am familiar with Agones and I had briefly looked into leveraging Open-Match as a matchmaking option for Hathora. To me, part of the value Hathora adds is from being an integrated and easy to use solution where you don't need to figur
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hpx7
5y ago
I think where Hathora shines today is in its ease of use, both in getting started and in managing complexity as you add features. That being said, there are a number of features that make Hathora performant and easy to scale for realtime mu
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hpx7
5y ago
I've had decent results with just using client interpolation so far, you can try out pong, ship-battle, or among-us to get a feel for the latency. The latency will be even further improved once I add UDP support, and I also plan to wri
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by
hpx7
5y ago
Not sure if you saw it, but I wrote a little pong demo with Hathora in under 200 lines of code: https://github.com/hathora/hathora/tree/develop/examples/pon... Generating a Lua client should be very
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hpx7
5y ago
If you do end up deciding to try Hathora out, feel free to join the Discord server - we'd love to see what you come up with! https://github.com/hathora/hathora#community
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hpx7
5y ago
That's good feedback for me -- I've been thinking about other ways to define the API format, as manually editing the yml can be error prone. I've thought about making a simple point and click UI which generates a valid hathor
46.
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by
hpx7
5y ago
I agree the scope is massive. I think a lot of people struggle with figuring out how to even get started with multiplayer dev, and I hope Hathora can be a useful tool for them. Thanks for linking matchbox - I've been looking into http
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by
hpx7
5y ago
Right now Hathora writes game data locally to disk. This is nice for the local dev experience since you don't need to have a db running locally. For production use cases I've been mounting a networked drive (AWS EFS) to provide sh
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Show HN: Hathora – Multiplayer Game Development Made Easy
(docs.hathora.dev)
89 points
by
hpx7
5y ago
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35 comments
49.
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hpx7
5y ago
How do you handle actions that are not enumerable? For example, in codenames where the spymaster has to give a clue which can be any english word
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hpx7
5y ago
I'm interested - email is in my profile
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hpx7
5y ago
> Go's templating packages should support compile time type checking. Does anyone know of a decent type safe templating package out there (for any language)?
52.
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hpx7
5y ago
I've been working on a multiplayer game framework ( https://github.com/hathora/hathora ) and would love to collaborate with anyone who wants to make building multiplayer games easier!