ivanpopelyshev
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @10:54PM (#5296878)
We got 1500 players at US Public Server #1.
100kbit/s per user, i'm gonna optimize it.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @10:32PM (#5296809)
Game logic is entirely server-side. I do not think that the bots will survive in this madhouse with lags and lot of randoms :)
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @10:25PM (#5296783)
Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @07:02PM (#5295977)
UI. Scoreboards, Chat, Single Page Application.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:59PM (#5295964)
WebSockets
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:59PM (#5295961)
I'm sure that MMO game can be written on: Go, Java, JS (node.js), Dart, Kotlin, Scala. The point is that we need a strong backend and ability to use common code on the client and server.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:57PM (#5295950)
I'll enable webgl renderer ASAP. At this moment it have some bugs.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:56PM (#5295946)
1) HaProxy + Jetty
2) very tricky. I will write an article on this topic.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:54PM (#5295939)
I already implemented webgl renderer, but it has some bugs. I will switch it on ASAP.
Both 2d and webgl renderer has the same interface, but different kind of optimizations, so there's no point to use webgl without acceleration. If your browser can draw 20,000 rects in 500ms, then bombermine will use webgl.
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:51PM (#5295920)
We're using kill chain :)
Re:Bomberman massively multiplayer in HTML5
on Wednesday February 27, 2013 @06:48PM (#5295903)
Pardon my English.
Team consists of two programmers and four helpers, we live in different cities near Moscow.
I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network and rendering.
We were preparing for Mozilla GameOn, posted a link to /r/webgames, it became viral. We're in shock :)
Game Core: Pure Java.
Game Client: cross-compiled with GWT. Angular.js for UI (scoreboard, chat).
Game Server: Haproxy -> Jetty
Web backend: nginx -> node.js
Servers are hosted in cloud and begin to slow down after 800 players.
We'll rent dedicated servers to archieve 1500 players on a map.
P.S. Langoliers are eating the time you spent in bombermine.