Re:Show HN: Real-time multiplayer games with cubes. Early fe...
by Folcon on Friday February 12, 2021 @04:50AM
(#26112021)
I've done this before myself for a pretty simple game and had to build the system alongside it. It's quite fiddly to get right.
I've been working on a new game on and off which is a bit less working with websockets directly and I looked at ably[0] to be that firebase like system, I've found it works reasonably well if you squint, though it's definitely not the same thing.
You can hack together a pretty nice implementation which gets you started using for example using presence[1] to store a minimal dataset associated with synced state. Then derive gamestate off that.
Which you can then expand on.
Though maybe you were wanting a more complete solution =)...
I've been working on a new game on and off which is a bit less working with websockets directly and I looked at ably[0] to be that firebase like system, I've found it works reasonably well if you squint, though it's definitely not the same thing.
You can hack together a pretty nice implementation which gets you started using for example using presence[1] to store a minimal dataset associated with synced state. Then derive gamestate off that.
Which you can then expand on.
Though maybe you were wanting a more complete solution =)...
- [0]: https://www.ably.io
- [1]: https://www.ably.io/documentation/realtime/presence