rayboy1995
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rayboy199512 karma
Oh hey thanks! I assumed CloudFront automatically set the cache-control headers when coming back from the server but I realized it was set to check my server for the cache-control. Changed that now, I'll probably deal with the hashing later on, I haven't actually released the game yet.
rayboy19953 karma
Sorry if my original comment sounded harsh. Anyways thanks for the response! Hope it works out for you.
rayboy19952 karma
Pretty neat idea! I'm also a self taught programmer my self with around 10 years of experience. I have been making web based multiplayer games for a while now.
(My most recent one I am working on that is unreleased is a multiplayer game where you are an ant, it handles many entities/clients at once: https://antwar.io/)
Here are a few problems I noticed that will absolutely destroy the server the second it has a somewhat large amount of people and also cost you a lot of money:
- Packets for updates are being sent every single frame! When they should only be sent at around 10 times a second or even less, and then positions should be interpolated between them.
- Packets contain all of the data for every player every time(including the chat that the player already has!) and its completely necessary.
- My client is sending updates every single frame(including the same chat every frame!), when it could only be sending changes.
Feel free to message me about these I would love to give advice and explain in more detail! :)
Also, what are your plans for monetization exactly?
rayboy199572 karma
The actual software is a bit of a mess as well, I responded to him with a few points that will never work if this ever got big, it is all easy mistakes new programmers make:
I make shitty web games(https://antwar.io/) but I mean I at least knew not to do this, it is only a matter of time before the server falls over.
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