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Airmash - Multiplayer missile warfare [PIXI]


relativistic
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Airmash is a top down multiplayer missile warfare game.

As far as WebGL goes, the most interesting thing technically is the map. It is a 32768x16384 map of the world generated dynamically by only 1.5 MB of downloaded data. (No Antarctica though :D)

Network wise, the netcode is very efficient and can handle hundreds of players at the same place.

Play here: https://airma.sh/

 

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1 hour ago, Skeptron said:

I'd be very surprised if you found tutorials about such games. But I'd be even more interested in reading them!

Really? Man, I've searched in google with "obvious" terms and it shows me some tutorials, but I'm talking about make multiplayer games with Node.js. Get these:

http://www.dynetisgames.com/2017/03/06/how-to-make-a-multiplayer-online-game-with-phaser-socket-io-and-node-js/

(Not using phaser but cool too):

http://rubentd.com/blog/creating-a-multiplayer-game-with-node-js/

https://hackernoon.com/how-to-build-a-multiplayer-browser-game-4a793818c29b

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4 hours ago, Jorasso said:

Can you tell a little bit more how such technique looks like? Is it supposed to prevent ping spikes I sometimes see in my WebSockets experiments :)?

Preferrably you'd mirror everything in the 2nd websocket and have a sequence ID in every packet so you can discard the duplicates. But that would double the traffic. I only mirror stuff that directly affects the player.

That's regarding client-to-server sends. For server-to-client you can't use a sequence ID because it will be different on every client and you would have to serialize and frame the websocket data on every send which is a bit costly. In that case you have to use a different way to detect packet uniqueness, like sending the server clock and checking the entire serialized packet for uniqueness.

Then you'd have to send a 1 byte packet every 50-100 ms to the server in order to deal with the delayed ACKs.

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