Discussion
beeflet: I don't like the mixel art used
SilentM68: Hmm, it does not seem to work on Edge browser on my Linux OS, but it loaded fine in Chrome in the same OS.
bschwindHN: The sliders don't respond well, like the server is authoritative but the client isn't properly predicting where the slider will be.I'm playing on a 144Hz monitor, but the game is struggling to hit over 80 FPS.I keep getting errors which display in the bottom right of the screen, such as "tick" (tick failed, ZeroInvestment) errors and WebSocket receive errors.I started a custom game and "things" are just happening super quickly. All I can seemingly do is right click some stuff and do some actions.There is almost no feedback on the few actions you can do. Nothing much to observe. I don't even know where "I" am on the map.Sorry but this isn't a game yet. There's no compelling core gameplay loop, too little explanation, and wayyyy too many bugs.
sgolem: One of the main challenges has been making the map simulation work for hundreds of simultaneous players without the server becoming a bottleneck.Most interactions are event-driven and the map state updates incrementally, which keeps things manageable even when many borders are shifting at once.I've successfully tested this with 4096^2 maps and 1024 players and in those tests framerates were stable at 144 FPS, with the server ticking steadily at the standard 10 TPS.It is built on Rust and Bevy. I'm happy to answer any questions.
reitzensteinm: How did you test with 1024 players - were they real? Often synthetic loads are very different to those caused by real players.
altairprime: [delayed]
brudgers: I clicked "Play Game" and got a message about a queue.Maybe that experience can be improved.
smcin: won't even load for me now.
plz_throw: I don't know, looks like OpenFront in a RetroGUI? Based on the left bottom UI element an older version, otherwise remarkably close[1] https://m.youtube.com/watch?v=ckqSFbwplvY