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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.

Re:Show HN: Make a lowlatency, realtime multiplayer game wit... by ajb413 on Wednesday July 31, 2019 @05:13PM (#20578616)
Some of the text in this blog post was plagiarized from here:

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...

Re:Show HN: Make a lowlatency, realtime multiplayer game wit... by jp944 on Wednesday July 31, 2019 @06:11PM (#20579077)
Thanks for your comment. We're resolving this issue, will update the post, and include full and clear attribution.