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by ByteCastle 3077 days ago
Pretty fun. My favorite feature so far is bullets bouncing off metal buildings.

The server-side movement is unfortunate, but understandable.

At first I thought the brown crates were just barriers, but I learned pretty quickly.

2 comments

I've built '.io' games of my own and by far the toughest part was the client-server communication, state management, and client-side interpolation. In my experience, the person with the lowest latency has the best experience overall while those with ping >=100 tend to suffer quite a bit more than you'd expect. I'm not well-versed enough in networking to make this statement confidently, so take it with a grain of salt, but I believe the lack of UDP for browser games greatly limits how smooth the experience can be for everyone. It might just be a matter of being enough of an expert to hide the issue though. Hopefully one day I'll figure that out myself!
It's not a UDP or TCP problem. Some of these games are highly latency sensitive, typically you die if you failed to move within a quarter of a second. They will be unplayable on any mobile or poor wifi connection.
Is it server-side? Feels snappy to me. Too snappy to not use prediction actually.