
Show HN: PewPewPew – Multiplayer Asteroids with deterministic rollback at 60hz
I have been building realtime multiplayer games that run in a browser since 1999 and my latest is pewpewpew.io which combines everything I know about doing this well.The game uses a fully client and server synchronized …
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I have been building realtime multiplayer games that run in a browser since 1999 and my latest is pewpewpew.io which combines everything I know about doing this well.The game uses a fully client and server synchronized state machine running at 60hz with rollback / rollforward on both client and server.During normal play only user input is transmitted using a compressed message format, where input is 7 fields in 2 bytes, with a total of about 26KB/s used for a room with 32 active players.Users are automatically distributed into a room on a server with the lowest measured ping where there are other players playing.Currently running using cloudflare Durable Objects, but I expect to offload it to dedicated metal should the cost go above $500 / month. Current monthly cost sits at about $300 per 1K average CCU.Works on mobile, free to play, no ads, no signup. Comments URL: https://news.ycombinator.com/item?id=50326850 Points: 1
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