builder
bullet-mania | builder | |
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14 | 23 | |
16 | 540 | |
- | 0.7% | |
5.2 | 6.9 | |
5 days ago | about 1 month ago | |
TypeScript | Handlebars | |
- | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
bullet-mania
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Launching Change Logs: April 2023
Bullet Mania, a demo game to showcase building scalable multiplayer games with Hathora We know that building multiplayer games can feel nearly impossible for indie game developers. Bullet Mania showcases how simple it can be to build scalable, production-ready games with Hathora. Bullet Mania is completely open source and is able to scale to thousands of matches just by deploying on Hathora Cloud and integrating with Hathora’s SDK. It utilizes our new Lobby Service APIs to make integration even more streamlined. Check out our step-by-step guide to get started: Bullet Mania.
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Communicate between Unity Project and Website
If latency is a concern, you probably need a backend that can handle websocket connections as well as UDP connections from Unity clients (possible I am misunderstanding your game's setup). A game-focused hosting solution like Hathora would be a good fit here because you will be able to minimize latency and get access to APIs that are made for game developers. Here's an open-source tutorial game that shows a multiplayer web game running on Hathora (disclosure: I am a founding engineer at Hathora). We also have a Unity plugin launching later this week, I can notify you when I launches if you have interest.
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What do you guys think of https://gamedevacademy.org/ for learning?
If you happen to prefer looking through a fully functional game with a working lobby system, you can check out this tutorial game I worked on: https://github.com/hathora/bullet-mania
- Scalable Multiplayer Game Example - Bullet Mania (open-source w/ docs)
- Show HN: Building an infinitely scalable multiplayer game
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Need pointers to build cloud like server architecture multiplayer without matchmaking
I listed those in order of player base size requirements. If your player base is small or new, then private matches are the best place to start. I recently launched a demo game that is aimed to help indies build this functionality
- Bullet Mania - a topdown multiplayer game I made to help teach others make multiplayer game
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New user, trying to learn
If you want to build multiplayer games, here's a fully open-source game with a step-by-step guide that I worked on: https://bullet-mania.netlify.app/
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is it easier to make a downloadable multiplayer game or an html multiplayer game?
I am currently working on a tool to help make it even easier for indies to make multiplayer games. Just launched a fully open-source web game tutorial, and I am working on a Godot tutorial next. I can update you when that tutorial is ready!
builder
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Official Stormgate Gameplay Reveal AMA Thread with Frost Giant Studios
We have a partnership with Hathora (https://hathora.dev/) so that our infrastructure can scale globally with high performance so we can provide the best user experience possible despite the realities of playing games over the internet. We also have some big plans around using rollback that we've covered elsewhere that we're cautiously optimistic about.
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Game Development Resources for Intermediate Developers
For multiplayer/server-less games, try Hathora
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Show HN: Building an infinitely scalable multiplayer game
I cofounded Hathora (https://hathora.dev/) last year and we've been working on making it easier for smaller teams and individual developers to build scalable multiplayer games. We think the serverless model is the simplest approach, allowing you to dynamically provision a new instance of your game server when users or your matchmaker requests a new session.
We made this .io style demo to showcase this approach, and we're releasing the source code and documentation alongside with it.
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Multiplayer hosting and scaling
Hey I'm the creator of https://hathora.dev/ which aims to provide a super simple deployment and scaling experience for session-based games. It's based on containers and can deploy any kind of game server. Check it out and see if it meets your needs!
- Hathora: Serverless cloud platform for multiplayer games
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Scalable WebSocket Architecture
At Hathora, our mission is to make it easier for developers to build, launch, and scale multiplayer games. One of the core technologies we have built is the Hathora Coordinator, which is our fully managed multi-tenant implementation of a Stateful Router.
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Ask HN: Any solo game developers here?
Hi there! I started a company this year focused on multiplayer server infrastructure. We also built a multiplayer game framework for Typescript that has gotten 400+ stars on Github in the past few months: https://github.com/hathora/hathora
Would love to connect and exchange notes about multiplayer development -- if you're interested, my email is on my profile.
- Ask HN: What stack for a multiplayer board game?
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How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
I've been working on my own realtime networking engine[0] and I think there are a few important points related to network syncing that are not mentioned in this article:
1) Bandwidth. The users internet can only handle so much network throughput, so for fast paced games (where you're sending data to each client at a rate of 20+ frames per second) it becomes important to optimize your per-frame packet size. This means using techniques like binary encoding and delta compression (only send diffs).
2) Server infrastructure. For client-server games, latency is going to be a function of server placement. If you only have a single server that is deployed in us-east and a bunch of users want to play with each other in Australia, their experience is going to suffer massively. Ideally you want a global network of servers and try to route users to their closest server.
3) TCP vs UDP. Packet loss is a very real problem, and you don't want clients to be stuck waiting for old packets to be resent to them when they already have the latest data. UDP makes a major difference in gameplay when dealing with lossy networks.
[0] https://github.com/hathora/hathora
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Do you want or plan to make a multiplayer game? What is stopping you?
I built a bunch of multiplayer games in the past and am now working on a framework to try and make it easier for others to do so: https://github.com/hathora/hathora
What are some alternatives?
hathora-cloud-sdks - SDKs for interacting with the Hathora Cloud API
adama-lang - A headless spreadsheet document container service.
examples - Phaser 3 Examples
nakama - Distributed server for social and realtime games and apps.
taro - HTML5 multiplayer game engine (Now archived, new version available at https://github.com/moddio/moddio2)
Godot Card Game Framework - A framework which comes with prepared scenes and classes to kickstart your card game, as well as a powerful scripting engine to use to provide full rules enforcement.
cli
gridia
curriculum - The open curriculum for learning web development
platelet - Dispatch system for emergency volunteer couriers.
widdershins - OpenAPI / Swagger, AsyncAPI & Semoasa definitions to (re)Slate compatible markdown
among-us-tutorial