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Mr F

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  1. Mr F

    Robostorm.io

    More updates: Bought the cheapest Linode server and benchmarked. Seems to handle up to 300 players, but... it's hard to measure, but I noticed that other players don't move as smoothly, as on AWS. Not sure why, feels like websocket stream is not as stable (?). Both aws and linode are in the same city. Didn't launch linode officially yet. However, it's just 5 bucks a month! I must fix this smoothness difference somehow and switch. - fixed shadows disappearing (some debris sometimes were flying away into space and somehow invalidated shadowmapping camera frustum) - fixed various r
  2. Mr F

    Robostorm.io

    Today updates: - Was using permessage-deflate websocket compression experimentally for a few days, but had to disable it today. My data is already pretty small and binary, and deflate was only improving it by 10-20%. At the same time, CPU usage difference on server was huge! What was running on 8%, started to run on 30%. AWS instance was quickly getting out of cpu credits and throttled, that's likely why TomC experienced lagging. Should be better now. - Added ranks. All players now have an icon showing how dangerous they are, based on the amount of bought abilities. Killing highly ra
  3. Mr F

    Robostorm.io

    Also one of the reasons I registered here is to read this: http://www.html5gamedevs.com/forum/7-sponsors-and-portals/ But I still can't. Apparently I'm still not enough an active user? What's the point of hiding this information? ---- huh, OK, just as I wrote this post, it started to open
  4. Mr F

    Robostorm.io

    Oh yeah, today I released a smaaall server update... what could possibly go wrong?... suddenly everyone started randomly teleporting, disappearing, causing client to crash, and I didn't have backup. For about 2 hours I was in super stressful debugging and restarted the server frequently. Should be fine now. Lesson learned.
  5. Mr F

    Robostorm.io

    That's weird, I'm playing from the UK too, and I don't see any lagging on the EU server. There's server selector in the main menu (eu/us). Ah, thanks for clarifying about Linode! No, I don't use any autoscaling cloud stuff. Just 2 fixed servers at fixed locations with fixed IPs. --- hitting buttons should give immediate result, because it doesn't wait for server, I use client prediction. But if your ping is bad, you can de-sync and start teleporting a bit. Is it what happened?
  6. Mr F

    Robostorm.io

    Thank you all for your responses! So yeah, physics engine was made from scratch. Reasons: - PlayCanvas uses ammo.js physics by default. Which is just an Emscripten port of Bullet. I love Bullet and I worked with it in the past, but ammo doesn't impress me. First, it's almost 1 mb worth of code, not too great for a small web game. Second, I have experience making a WebGL demo for mobile, and it was sooo sloow there... I had to limit physics update to 10 ticks per second, and we had, like, 5 boxes falling on a static mesh with 100 triangles. I just don't believe in Emscripten.
  7. Hi there! We recently finished a web game with friends, here it is: https://robostorm.io Less than 7 MB, play in your browser Note: only playable on desktop platforms at the moment. Rules: You control a robot and belong to one of 4 teams (marked by nickname color). There are 4 teams and 5 capture points on the map, and the aim is to help your team gain control over most of these points, while shooting enemies. You will gain XP by killing enemies and capturing points, and you can spend it on buying useful upgrades. Damaged robots can be repaired in small repair cab
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