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Re:Server-rendered multiplayer games with Lua (no client code) by brunovcosta on Sunday January 04, 2026 @06:21PM (#46493457)
Yeah.. As people are playing and I'm watching their feedbacks it is becoming clear to me that the main source of input delay comes from the distance to the server.. the whole game is running in a single machine in SFO, so it makes total sense this bad exp in europe

I think this is inevitable unless I add some optimism/interpolation in the client

Also, thanks for the feedback! I will fix the Abstra landing page

try https://www.abstra.io/en instead

Re:Server-rendered multiplayer games with Lua (no client code) by ModernMech on Sunday January 04, 2026 @10:28PM (#46495040)
You're running this at the airport?
Re:Server-rendered multiplayer games with Lua (no client code) by fragmede on Monday January 05, 2026 @01:12AM (#46495812)
It's a Googleism. The datacenter is referred to by the nearest airport because airport codes make it straightforwardsto know roughly where the DC is.
Re:Server-rendered multiplayer games with Lua (no client code) by Bender on Monday January 05, 2026 @06:31AM (#46497583)
For completeness sake this is not strictly a Google thing. Many companies use airport codes for their data-centers.