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You're going to hang the state of networked browser gaming on this random person's netcode implementation? Go to r/GameDev and you can find some redditor Unity projects built on UDP that are even worse, but you aren't going to say "wow, UDP sux".

Check out something like https://krunker.io/ which gives me a surprisingly good FPS experience despite my distance from the server.

Browser gaming does take some thought though, to be sure. UDP via WebRTC is relatively new and isn't trivial. And I know some games get around TCP head of queue blocking by opening up 2+ WebSockets.



HaxBall [1] and WebLiero [2] are two other games with pretty decent WebRTC P2P netcode by the same author.

[1] https://www.haxball.com [2] https://www.webliero.com


That was impressive, on mobile and I was able to just hop in and start playing. Not something I’d play, but just impressed that I was able to so easily


This is not random. Prediction and compression is all GoldSrc original, from leaked sources. WebRTC/WebSocket is HumbleNet.


Krunker is fantastic. I have wasted many hours in that game :)


Amazing experience there with kunker. So snappy. Thanks for sharing.


Do you have any more information on getting around head-of-queue blocking by opening up multiple websocket connections instead of just one? Seems like an interesting solution.


damn krunker is really not bad at all


How good is krunker? Don't have a mouse but maybe I could get one.


It's quite fun and has a surprisingly deep movement system. The userbase is very young so if you have any FPS experience you will shred through the average player.

Expect to get annihilated by someone who knows the movement system though. You'll know someone's using it when you see it, since they'll be moving at 999 units per second and circle strafing you to death.




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