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I like the idea of recreating older MMORPG clients in modern browser tech. Running a full game client through WebGL + JS is surprisingly viable now compared to a decade ago.

Did you run into performance issues with rendering or networking once multiple entities are active on screen? I'm curious how far a browser-based client can realistically scale for MMO-style environments.


I now ran the client with server written in C# with 500 simulated players all running around on the same map, and all nearby also. My FPS on M1 mac that ran the server, client and the simulator dropped 5 FPS from my monitor's max refresh rate, so seems like browsers should be able to handle a pretty good load for such games. More about the test here: https://discord.com/channels/1472308778031386729/14723087787...


So far I haven't ran into performance issues, but this version doesn't have networking, so I only tried spawning lots of monsters in a small map, so they have to recalculate their movement quite often + each monster runs an AI loop for its actions, didn't drop an FPS in my M1 Mac that I'm using for development, which is quite beefy in terms of computing power. Anyone can retry this simulation. Open the demo, load "Shop" map for example, which is small, and spawn lots of monsters, see how it performs on your hardware.

One thing to note that, at least in terms of rendering, monsters are far simpler to draw, since they originate from a single sprite. Players, at least in in the multiplayer setting, have each equipment sprite drawn separately, which means that having lots of player characters in a single screen can have higher performance penalty, but this option cannot be simulated with the current version.


One thing that comes to mind is whether the sandbox can restrict outbound network access per process or per command. That could be useful for preventing agents from silently exfiltrating data while still allowing limited API calls.


Yeah I like the idea of allowing the sandbox to restrict network connections to specific processes. I'll put it on the roadmap: https://github.com/Ash-Sandbox/bugs/issues/1


If the signal is periodic and the tick structure is stable, you might also be able to improve SNR further by aligning the detected peaks and averaging them rather than just stacking raw samples. That sometimes helps suppress random noise even more when the waveform shape is consistent.

Not sure how stable the waveform is across ticks in a mechanical watch though.


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