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Show HN: Make a lowlatency, realtime multiplayer game with edge computing
- ajb413 7y agoSome of the text in this blog post was plagiarized from here: https://itnext.io/how-to-build-a-realtime-multiplayer-game-in-javascript-using-pubnub-5f410fd62f33 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%2Fitnext.io%2Fhow-to-build-a-realtime-multiplayer-game-in-javascript-using-pubnub-5f410fd62f33&t=1564606589&s=https%3A%2F%2Fwww.macrometa.co%2Fblog%2Fcastleknight-building-a-global-realtime-online-multiplayer-game-chat&w=20&i=5&r=5 https://www.copyscape.com/view.php?o=17791&u=https%3A%2F%2Fi...
- jp944 7y agoThanks for your comment. We're resolving this issue, will update the post, and include full and clear attribution.
- gatherhunterer 7y agoIt 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.
- ctesh 7y agoHi 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.