Re:Show HN: Make a lowlatency, realtime multiplayer game wit...
by gatherhunterer on Wednesday July 31, 2019 @11:02PM
(#20580789)
It would be nice if there was more discussion of the architecture and how the service achieves its claims. How are users synced reliably without a central server? It’s not a matter of reducing latency at all costs. Game server architecture is based on the concept of server authority that prevents hackers and cheaters from performing client-side operations from altering the “source of truth” that lives on and is only altered by server-side operations. This looks like a fun approach to learning the API but there isn’t enough information to justify replacing existing hand-made systems built for online games.
Re:Show HN: Make a lowlatency, realtime multiplayer game wit...
by ctesh on Wednesday July 31, 2019 @11:34PM
(#20580881)
Hi gatherhunterer
Great feedback - I'll add a few links on to the docs on architecture and things like consistency of data (short answer is this a geo distributed data platform with consistency gaurantees).
Thanks also for the great point you made about "altering source of truth" - we will look into how best to provide those gaurantees as well. Our underlying data structures are an event source on an append only log - so we can go back to see the provenance of changes to make sure there was no cheating but we dont expose that externally.
Thanks also for the great point you made about "altering source of truth" - we will look into how best to provide those gaurantees as well. Our underlying data structures are an event source on an append only log - so we can go back to see the provenance of changes to make sure there was no cheating but we dont expose that externally.
https://itnext.io/how-to-build-a-realtime-multiplayer-game-i...
See copyscape comparison:
https://www.copyscape.com/view.php?o=17791&u=https%3A%2F%2Fi...