Hacker Newsnew | past | comments | ask | show | jobs | submit | BSTRhino's commentslogin

Less latency in multiplayer games or Zoom calls. Because light can travel around the Earth 7 times in one second, that means one roundtrip to a server on the other side of the world must take ~140 ms (1/7th of a second) which is a timescale you are able to feel. That's lag in multiplayer games. I'm constantly amazed that the reason why multiplayer client-side prediction strategies like rollback netcode exist is because light is slow enough on a human scale that we actually have to architect around it. Light is surprisingly slow in some ways.

Hello HN! For the past 4 years I've been making a game programming language that makes your game multiplayer automatically. There is always a lot to do when making a game engine in order to make it capable of making real games. These are the latest updates for this month!

I always use em or px, basically nothing else (except perhaps vw or vh). When something should be relative to the size of text, it's em. When it should be relative to the size of images, it's px.


I think if you're looking for other people to use your game engine, it helps to have one killer feature. I'm not clear what yours is at this point. Even if your killer feature is not something you have yet completely implemented, but it is simply a long-term goal, I think it is worth listing that front and center.


If I'll have an idea for such a "killer-feature", I'll do my best to implement it... :)


https://easel.games

A programming language that makes your game multiplayer automatically! It integrates rollback netcode into the programming language itself, guaranteeing that whatever you code is deterministic and can be snapshotted and rolled back. Then it integrates the networking and server automatically so you can just code your game like a singleplayer game and it'll be multiplayer automatically! I've been working on this for four years now.


Hello, I am a solo developer making a game programming language with automatic multiplayer. I'm constantly trying to make it more and more powerful so that teenagers and adults alike can make the cool multiplayer games they dream of without having to deal with all the networking. This month I focused on making user interfaces better and easier, among other things, and this is my write-up.


Hello HN! Just sharing something I have learned while making my physics engine which people might find interesting.


https://easel.games

A game programming language that makes your game multiplayer automatically. This month I’ve been developing the tutorials so it’s easier to learn.


haha this is cool :) What made you choose to code this as a webgame? In either case, good idea much easier to share


I wanted to create a proof of concept and used three.js a few years ago, Codex made the POC much easier and faster to build.


Very cool! What was the trickiest part of coding Sätteri?


It was tough to create a plugin API that was both performant and intuitive. Especially since the library people were migrating from (remark/rehype) was very laissez-faire in regard to the data you have access to, visiting patterns, etc.

Crossing data between Rust and JS is inherently kinda slow (relatively), so there's a constant push and pull between flexibility and performance that's not always easy to reason about!


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: