Multiplayer Game Networking Demo
Hey HN! I’ve been learning about Multiplayer Game Networking to understand how clients and a server interact under different network conditions, similar to the classic demo by Gabriel Gambetta (if you haven't seen it, check it out https://www.gabrielgambetta.com/client-side-prediction-live-...). As part of this, I’ve been working on improving my own version of that demo: https://github.com/runawaytanks/demo Why I built this? I wanted to dive deeper into client-side prediction, network latency, and how to keep things in sync between the server and clients in…
What it does
In the maker’s words, at launch
Hey HN! I’ve been learning about Multiplayer Game Networking to understand how clients and a server interact under different network conditions, similar to the classic demo by Gabriel Gambetta (if you haven't seen it, check it out https://www.gabrielgambetta.com/client-side-prediction-live-...). As part of this, I’ve been working on improving my own version of that demo: https://github.com/runawaytanks/demo Why I built this? I wanted to dive deeper into client-side prediction, network latency, and how to keep things in sync between the server and clients in a multiplayer game. This demo simulates two players interacting with a server while factoring in RTT (round-trip time) and the delays it introduces. Instead of constantly measuring RTT, I tried a different approach by using a fixed client simulation offset (50ms) to smooth out delays without the need to constantly track RTT. But I’m not sure if this is the best strategy as network conditions can change. I’d love any feedback or suggestions on the code, logic, or even alternative approaches!
Does the same job
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Hello HN. This is a project me and some friends built at university in 2017. It was originally built in a rush, but we've added a few improvements over the years. It's a fun game to host at a demoparty and project on a big screen - We did that at Instanssi many times. The implementation is still rough, and suffers from the fast pace of the modern web - The frontend is likely very outdated, and the backend is built with Vapor 2 and Swift 3.1, both no longer supported. You can host this yourself, but it might be a bit of a pain to set up. The WebSocket protocol is fairly trivial to work out…

- ATA tutorial series on building multiplayer (.io) web games2020 · ▲7
I have some experience building these kinds of games, so last year I put together a beginner's guide on them. It's been getting more attention recently with people wanting to make/experiment with these games during quarantine, so I figured I'd share to get feedback: - Part 1, Client: https://victorzhou.com/blog/build-an-io-game-part-1/ - Part 2, Server: https://victorzhou.com/blog/build-an-io-game-part-2/ - [demo] An example .io game: https://example-io-game.victorzhou.com/
- IBI built the first scripting language for multiplayer game devMar 2026 · docs.allout.game · ▲5
Hi HN, I'm one of the engine programmers at All Out Games (https://allout.game/), a multiplayer-first gaming UGC platform where creators can make and play games with their friends. For scripting we wanted our creators to be able to jump in and create game mechanics without having to think about networking. If a developer had to manually send packets to/from client/server to get things to happen then we have failed. It is particularly bad if you are using AI tools because they struggle to keep in mind what code is meant to run where (client, server, or both) and…
- FOFeedback on our new multiplayer game API?2014 · playpi.net · ▲15
This is a two man team and we're in full-on development of a new platform to assist in multiplayer games. We're looking to launch in about a month or two with an OpenID server accessible to customers (or they can use provider like Facebook/Twitter) and a couple cool multiplayer features. After we launch development will continue until we have a well-rounded API. We're primarily targeting HTML5+JS developers but the system will work with any language that can make RESTful API calls. We know there's some stiff competition out there but we're looking for feedback and what features may make…
- MWMy Weekend Project - Multiplayer TicTacToe2011 · ▲20
Link: http://xoxo.cm The idea here was to build a multiplayer game with the lowest possible barrier to entry to get started. That is, no registration, no game setup, as few steps as possible to actually start playing. There's not much substance here right now and there's still a few bugs that need to be hammered out. I'm also thinking of expanding on the idea with some other simple games down the road. Any feedback or suggestions on the concept in general would be much appreciated.
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