brunovcosta
I built a game where people solve mazes together
Show HN: OSS, Server-rendered multiplayer games with Lua (no client code)
https://github.com/cleoselene-engine/cleoselene
Hey everyone,A couple of weeks ago I shared a small toy game engine I’d been working on: https://news.ycombinator.com/item?id=46491560I got a lot of great feedback, and several people asked if the source code was available.So I’ve decided to open-source it :)Hope you enjoy it, and I’d love to hear your thoughts!
I will definitively follow that!
I'm thinking about simple ML to predict inputs and feedbacks. Since the amount of data generated in the streaming is massive and well structured, it looks like a possible approach
I'm always biased since I test locally with no delay when developing :)
I'm using Gzip since it comes with all browsers hence a easy approach
That said, I will find som zstd decompressor for js/wasm and try!
That said.. I don't think stadia could do that since it's not opinionated about the game engine. Unless they go really deep on the graphics card instructions instead, but then it becomes comparable to pixel rendering I guess
Thank you for the reference!
My approach lives in some place between video streaming and data streaming in terms of performance
It's not intended to be faster than a proper client that brings a lot of logic and information that diminish the amount of information required to be transfered
My proof of concept is more about: Can my dev exp be much better without relying on the video streaming approach? (which is havier)
Especially with today's computer vision
The cheating I'm more protected (just as stadia, etc..) is regarded to client/code exploitation
which we don't have to worry about in this approach
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
It seems that I should add a better visual feedback haha
In short, it’s a way to build multiplayer games with no client-side game logic. Everything is rendered on the server, and the game itself is written as simple Lua scripts.
I built this to explore a few gamedev ideas I’ve been thinking about while working on Abstra: - Writing multiplayer games as if they were single-player (no client/server complexity) - Streaming game primitives instead of pixels, which should be much lighter - Server-side rendering makes cheating basically impossible - Game secrets never leave the server
This isn’t meant to be a commercial project — it’s just for fun and experimentation for now.
If you want to try it out, grab a few friends and play here: https://cleoselene.com/astro-maze/
Server-rendered multiplayer games with Lua (no client code)
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