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gridia | builder | |
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3 | 23 | |
9 | 540 | |
- | 0.7% | |
0.0 | 7.1 | |
over 1 year ago | 18 days 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.
gridia
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We Burned Down Players’ Houses in Ultima Online
I've been working on this sort of game for awhile now. Never too seriously, though that will change in 2023. Hardly worth sharing at this point, but I will anyway.
https://hoten.cc/gridia/play/
I need to seriously think about what I want out of this game (more of a mmo game engine), but "UO-like" is definitely top of mind.
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Show HN: Hathora – Multiplayer Game Development Made Easy
When making the netcode for my web game, I highly valued TypeScript support so to get it by default, I defined the message types in TypeScript so they could be used directly[1]. I see that this framework defines its messages in .yml and converts it to types (stored in a folder kept out of source control).
I'm not sure which way is best, but it is very nice to have the feature support of `.d.ts` files when creating complex message types, as opposed to needing to learn a new thing. Clearly if this is going to be a cross-platform (not just web) framework then using TypeScript as the source-of-truth makes far less sense.
Anyway, very impressed with the binary format/delta encoding feature! That's been something that I know I _should_ do but am putting off until I see signs of sending raw JSON being problematic.
[1] https://github.com/connorjclark/gridia/blob/master/src/proto...
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GUI heavy games - what are my options
- All my Preact code is in this folder: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/ui/ - Most complex one: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/ui/admin-window.tsx - CSS: https://github.com/connorjclark/gridia-2019-wip/blob/master/src/client/styles/main.css
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?
quilkin - Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more.
adama-lang - A headless spreadsheet document container service.
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)
nakama - Distributed server for social and realtime games and apps.
rbfx - Lightweight Game Engine/Framework in C++17 with WYSIWYG Editor. Experimental C# bindings.
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.
RmlUi - RmlUi - The HTML/CSS User Interface library evolved
platelet - Dispatch system for emergency volunteer couriers.
webview - Tiny cross-platform webview library for C/C++. Uses WebKit (GTK/Cocoa) and Edge WebView2 (Windows).
among-us-tutorial
raylib - A simple and easy-to-use library to enjoy videogames programming
boardgame.io - State Management and Multiplayer Networking for Turn-Based Games