Hacker News new | past | comments | ask | show | jobs | submit login
Show HN: Make a lowlatency, realtime multiplayer game with edge computing (macrometa.co)
5 points by ctesh on July 31, 2019 | hide | past | favorite | 4 comments



It would be nice if there was more discussion of the architecture and how the service achieves its claims. How are users synced reliably without a central server? It’s not a matter of reducing latency at all costs. Game server architecture is based on the concept of server authority that prevents hackers and cheaters from performing client-side operations from altering the “source of truth” that lives on and is only altered by server-side operations. This looks like a fun approach to learning the API but there isn’t enough information to justify replacing existing hand-made systems built for online games.


Hi gatherhunterer Great feedback - I'll add a few links on to the docs on architecture and things like consistency of data (short answer is this a geo distributed data platform with consistency gaurantees).

Thanks also for the great point you made about "altering source of truth" - we will look into how best to provide those gaurantees as well. Our underlying data structures are an event source on an append only log - so we can go back to see the provenance of changes to make sure there was no cheating but we dont expose that externally.


Some of the text in this blog post was plagiarized from here:

https://itnext.io/how-to-build-a-realtime-multiplayer-game-i...

See copyscape comparison:

https://www.copyscape.com/view.php?o=17791&u=https%3A%2F%2Fi...


Thanks for your comment. We're resolving this issue, will update the post, and include full and clear attribution.




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: