Recent submissions

Comment · 5 years ago
With Unix sockets you can even have in-order datagram semantics, which I think is just neat!
Comment · 5 years ago
Rather go with C, or as was pointed out in this thread, Orthodox C++.

Less time being bogged down in the quagmire of C++ "features".

Comment · 5 years ago
Thanks! Although I don't agree with all of the points, it was a good read.
Comment · 5 years ago
Language intricacies aside, is there a reason to use Clojure over Elixir, Erlang? Genuinely curious what JVM has to offer vs BEAM / OTP if you're going to use dynamic languages.
Comment · 6 years ago
What's with the proliferation of emojispeak?
Comment · 6 years ago
Comment · 6 years ago
Sadly no, but I don't think there's much of a ping difference on a good network. With WebRTC (datachannels in UDP mode) you just get the benefits of UDP (or lack thereof :)).
Comment · 6 years ago
Comment · 6 years ago
Only played it with my friends, don't think a map ever exceeded 10 players. So I can't say much about scaling - although it was a client-server model over UDP and not peer to peer networking.
Comment · 6 years ago
If I remember right, this one is over WebSockets and the server is compiled to js as well. My version had a native server and browser clients.
Comment · 6 years ago
Quake's source code is very hackable. I forked ioquake3 for a personal project and it was surprisingly easy to add WebRTC support to the C codebase, so you could play it in your browser over WebRTC :)
Comment · 7 years ago
If I remember correctly, there was no matching system in BW.
Comment · 7 years ago
The forked ioquake3 is available at https://github.com/seemk/ioq3

However it's not trivial to get it working at the moment, will hopefully soon come back to this project and finish it :D

Comment · 7 years ago
You can. I've used WebRTC for multiplayer support in Quake 3 compiled to WebAssembly.
Comment · 8 years ago
You can also prerender the tiles on a powerful machine and host them on a cheap instance (assuming you don't need very large regions). A while ago I created an OSM server (https://github.com/seemk/TileSweep) to do this for me, you can select regions you want to render via a polygon and you get a SQLite database of the tiles. It can also run as an alternative for mod_tile + renderd.

I rendered all of Estonia from zoom levels 0 to 18 (~16.5M tiles) which is around 20GB and host the tiles on a cheap DigitalOcean instance.

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