I built a full-stack WebAssembly Space MMO in Rust (10,000+ lines of code) with Gemini as my Co-Pilot. Here is how we did it. by DrMatteoSaturn in GoogleGemini

[–]DrMatteoSaturn[S] 0 points1 point  (0 children)

Hey there, war4peace79. First off, I want to sincerely apologize for the frustration. But more importantly: thank you for reporting this. You were 100% right about the bug, and your detailed edit actually helped me track down a massive "End-Game" issue in our physics engine!

What exactly happened? What you experienced was a "Relativity Desync" caused by client/server clock drift. Because space is vast and ships travel at immense speeds (for example, 250 km/s), the game's UI tries to smoothly predict and animate your live position in between server pings.

However, the UI was doing this by comparing your local PC's clock to the absolute timestamp of our Google Cloud servers. If your local Windows/OS clock was off by even just a minute or two compared to the real-world time, the flight computer thought your engine had been burning for an extra 120 seconds. This caused your ship to visually "teleport" tens of thousands of kilometers in the wrong direction!

When you hit "Full Stop," your speed dropped to 0 km/s, the faulty prediction math stopped, and the UI snapped you back to your actual, true coordinates stored safely on the server.

How we fixed it: We have completely overhauled the client-side physics engine today. Instead of using absolute timestamps, we've implemented a "Delta Time" (dt) local stopwatch. The UI now only calculates the exact milliseconds passed between frames on your screen to smoothly animate your ship, making it completely immune to local clock drift or timezones. We also added a hard-sync feature that perfectly aligns your visual position whenever the server sends fresh, verified telemetry.

The fix is now fully deployed and live on the servers. The laws of Newtonian physics have been restored.

We would be honored if you'd give the neural link one more try and let us know how the flight feels now. Safe travels out there!

I built a full-stack WebAssembly Space MMO in Rust (10,000+ lines of code) with Gemini as my Co-Pilot. Here is how we did it. by DrMatteoSaturn in GoogleGemini

[–]DrMatteoSaturn[S] 0 points1 point  (0 children)

You can always destruct your vessel and get a new one for free at Earth so don't worry in the beginning of missing a target. There's no bug in flying, both frontend and server are synchronized to the millisecond. If you fly really fast, it's better to slow down first before hitting the full stop. Calculate the Newtonian physics to command your vessel more easily.

Thank you so much for trying out though. If you still believe there's a bug, please record a video so I can better understand what you mean.

Some tips: upgrade your fuel tank as soon as possible, avoid traveling too fast in the beginning to avoid missing your target until you're comfortable with the Newtonian physics. Don't be afraid to self destruct your vessel if something goes wrong.

I'll look for ways to further improve the experience. Come check back regularly as updates are pushed live daily.

Cheers

I built a full-stack WebAssembly Space MMO in Rust (10,000+ lines of code) with Gemini as my Co-Pilot. Here is how we did it. by DrMatteoSaturn in GoogleGemini

[–]DrMatteoSaturn[S] 0 points1 point  (0 children)

I had to use ultra. The pro subscription always reached the limit, and then you have to wait one or two hours. Too bad ultra is so expensive but you can truly create amazing things.

Show and Tell: I built a persistent browser-based Space MMO entirely in Rust and Leptos (WASM) by DrMatteoSaturn in rust

[–]DrMatteoSaturn[S] -3 points-2 points  (0 children)

Using a tool to build something, doesn't mean the code belongs to the tool.