BSTRhino

Joined 8 years ago

Karma
308
Submissions
182
Member since
Sep 12
Creating https://easel.games
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Recent submissions

Comment · 2 days ago
Hi HN!

I've been working on making a game engine with automatic multiplayer for 4 years now. Recently I added tilemaps, which I think makes it much more possible to make bigger, more interesting games. This is my update post about that.

Comment · 14 days ago
I've been making Easel (https://easel.games) for four years so far! A place for teenagers to make multiplayer web games and share them with each other. Still a long way to go but this is the goal!
Comment · 1 month ago
Hi HN!

I’ve been making a programming language with automatic multiplayer for the past four years. This month I added compile time data import to the programming language. I thought it was a feature with some interesting trade offs and thought you might be interested.

Comment · 1 month ago
I loved this game back in the day and was looking for a way to play it just last month! I will definitely be trying this.
Comment · 1 month ago
Yes, that's true, we could add an API to let the server generate the random number so it is unpredictable, I can consider that for a future update :)
Comment · 1 month ago
Yes, I spent quite a few years building and iterating on some quite elaborate mechanisms to handle latency too: https://easel.games/docs/learn/multiplayer/rollback-netcode - it’s taken a lot of continual playtesting to discover and address many issues.

The multiplayer architecture is rollback netcode, which I think is great because it performs client-side prediction by running your full game simulation step forward on the full game state and not some subset or stripped-down version of the simulation or state. It’s the most accurate client-side prediction model you can have.

Then it achieves eventual state synchronisation by rolling back and rerunning your code when there is a prediction error. It performs automatic rubberbanding to smooth over the error corrections. All the bodies get rubberbanded, so as long as you attach your sprites to bodies (which is what you would normally do), the rubberbanding is automatic.

Rollback netcode is underutilised because it’s difficult to implement on other game engines. It requires your entire codebase and all your dependencies to be deterministic and snapshotable, and so if you’re using another engine like Unity or Godot, it won’t meet these requirements because it wasn’t designed for this. Products like Photon Quantum for Unity get around this by reimplementing all the systems like physics, RNGs and even just ArrayLists in their own deterministic manner. But you have to follow all these rules about writing your code in a multiplayer safe way and there are all these traps to avoid.

Putting the rollback netcode into the programming language means it always works 100% of the time and you can’t make a mistake, which means even a beginner programmer on their first day can make a multiplayer game. That was my ultimate goal and I think it is true that if someone who is an experienced programmer wants to hand-code a specialised rollback netcode implementation for their game then they might be able to do a better job on their game. But the defaults are really good when the rollback netcode is in the language itself and I’ve had teenagers make multiplayer games that they play with their whole class and they’ve all had a lot of fun, and that’s the main thing.

Comment · 1 month ago
https://easel.games

A programming language which lets you code multiplayer games like singleplayer games. Every program written in Easel is guaranteed deterministic and snapshottable, which is how it can automatically make your game multiplayer automatically using rollback netcode.

My hope is that teenagers who makes games in Scratch might like to make games in Easel because it means they can make games they can play with their friends, without having to deploy a server or learn anything about networking on synchronization. People can literally make a multiplayer game on their first day of coding.

Currently been working on adding tilemaps.

Comment · 1 month ago
Less latency in multiplayer games or Zoom calls. Because light can travel around the Earth 7 times in one second, that means one roundtrip to a server on the other side of the world must take ~140 ms (1/7th of a second) which is a timescale you are able to feel. That's lag in multiplayer games. I'm constantly amazed that the reason why multiplayer client-side prediction strategies like rollback netcode exist is because light is slow enough on a human scale that we actually have to architect around it. Light is surprisingly slow in some ways.
Comment · 1 month ago
Hello HN! For the past 4 years I've been making a game programming language that makes your game multiplayer automatically. There is always a lot to do when making a game engine in order to make it capable of making real games. These are the latest updates for this month!
Comment · 2 months ago
I always use em or px, basically nothing else (except perhaps vw or vh). When something should be relative to the size of text, it's em. When it should be relative to the size of images, it's px.
Comment · 2 months ago
I think if you're looking for other people to use your game engine, it helps to have one killer feature. I'm not clear what yours is at this point. Even if your killer feature is not something you have yet completely implemented, but it is simply a long-term goal, I think it is worth listing that front and center.

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