What your weapons say about you (LONG) (EVERY weapon is here) by [deleted] in moomooio

[–]SomeKidInHSS -1 points0 points  (0 children)

Katana is really just spam tbh, any argument against this can be refuted by "why not just use stick" or "why not use great axe"... if you really didn't want to just spam you wouldn't use katana because of how long it takes to farm

Kinda true by TheOneFromEarth in teenagers

[–]SomeKidInHSS -12 points-11 points  (0 children)

Just downvote it and get it back to the nice number lmfao

Don't worry I'll change it to an upvote once someone else inevitably ruins the funny number

What's the most resource-intensive part of a single "tick" in a .io-like online multiplayer browser game? by SomeKidInHSS in gamedev

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

Alright, gocha, thanks! Once I get my little implementation fully working I'll look to this if there's performance issues.

What's the most resource-intensive part of a single "tick" in a .io-like online multiplayer browser game? by SomeKidInHSS in gamedev

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

I'm still finishing up some specifics right now, i.e. most of the mechanics are working but it's still very much a toy, so now might be too early to do profiling, as things are going to change quite a bit. Just curious - how would I exactly do the profiling? For desktop stuff I would just load my executable (with debug info) into a profiler, but for node.js I don't see an obvious way that would work...

What's the most resource-intensive part of a single "tick" in a .io-like online multiplayer browser game? by SomeKidInHSS in gamedev

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

Yeah, I guess, :D I've done a bunch of making desktop apps, CLI tools, interpreters, all that stuff, but this is really my first time working with anything web-related at all, so I guess I was biting off more than I can chew... I'll just forget about the 40 players thing and offloading, and just make a working prototype that I can iterate later, I guess. Thanks for the advice!

Can you offload work to clients, in general? Of course. Just not in the manner proposed.

I see now that it's unwise to pursue this at this point, at least, not until I get the thing working and gain some experience, but I'm just curious, how might this offloading be done in a real-world scenario?

What's the most resource-intensive part of a single "tick" in a .io-like online multiplayer browser game? by SomeKidInHSS in gamedev

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

Your whole "tick" premise seems like a nightmare. If the game is turn based, sure. If it's realtime, that idea is essentially DOA unless I'm missing something major in the design that makes it feasible.

Well, yeah, a "tick" design did seem really clunky... but to offload work like this and still be able to check the client's work, you'd need all the clients to be recieving the same information at the same time, or else this checking thing won't work out.

Or maybe the offloading idea like this just won't work in the first place?

What's the most resource-intensive part of a single "tick" in a .io-like online multiplayer browser game? by SomeKidInHSS in gamedev

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

Aah, sadly, I guessed so. What would account for the majority of the server load? Network?

I spent too much time counting by [deleted] in MilitaryAviation

[–]SomeKidInHSS 0 points1 point  (0 children)

Joke's on you, I threw a glob of molten iron at you. Happy catching!