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Show HN: Hathora Models – Voice Model Marketplace
(models.hathora.dev)
6 points
by
hpx7
10mo ago
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1 comments
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by
hpx7
2y ago
Horizontal scaling is certainly a challenge. With traditional load balancers, you don't control which instance your clients get routed to, so you end up needing to use message brokers or stateful routing to ensure message broadcasts wo
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hpx7
3y ago
Hi HN, I'm the CTO at Hathora and wrote this piece. Happy to answer any questions
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Scaling Hathora to 1M CCU with Frost Giant
(blog.hathora.dev)
1 points
by
hpx7
3y ago
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0 comments
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Show HN: Building an infinitely scalable multiplayer game
(bullet-mania.netlify.app)
7 points
by
hpx7
3y ago
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1 comments
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Hathora raises $7.6M to democratize multiplayer game development
(venturebeat.com)
1 points
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hpx7
3y ago
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0 comments
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Hathora raises $7.6M to power game server hosting
(blog.hathora.dev)
2 points
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hpx7
3y ago
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0 comments
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Multiplayer game demo in Phaser, Unity, and Bevy
(github.com)
5 points
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hpx7
4y ago
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0 comments
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Hathora: Serverless cloud platform for multiplayer games
(hathora.dev)
1 points
by
hpx7
4y ago
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0 comments
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by
hpx7
4y ago
Hi I'm the author of this blog post and the CTO of Hathora. Happy to answer any questions about how we built our Stateful Router for WebSockets and other persistent connections!
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Scalable WebSocket Architecture
(blog.hathora.dev)
31 points
by
hpx7
4y ago
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3 comments
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by
hpx7
4y ago
WebSockets is built on top of TCP, whereas WebTransport is built on top of UDP. This makes WebTransport better suited for handling latency-sensitive applications like multiplayer games.
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hpx7
4y ago
Does anyone know of any websites/applications that utilize WebTransport? The only thing I've come across are the Showcase demos from https://github.com/yomorun/presencejs
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Show HN: Tutorial for making a browser-based multiplayer platformer with Hathora
2 points
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hpx7
4y ago
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1 comments
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by
hpx7
4y ago
Hi HN, I wrote this article because I didn't find much on the internet comparing network performance between cloud providers. I was surprised to see the amount of separation between the top performers and the bottom ones. We published
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Cloud Provider Latency Comparison
(blog.hathora.dev)
8 points
by
hpx7
4y ago
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1 comments
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by
hpx7
4y ago
If you're interested in using web technologies for your game, you may find the framework I've been working on to be interesting: https://docs.hathora.dev/#/ I've had success using it as the backend+netwo
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by
hpx7
4y ago
Hi there! I started a company this year focused on multiplayer server infrastructure. We also built a multiplayer game framework for Typescript that has gotten 400+ stars on Github in the past few months: https://github.com/
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by
hpx7
4y ago
Try https://hpx7.itch.io/ship-connect if you want to see a mobile friendly Hathora game (made for a different gamejam) Edit: I realize now you're talking about desktop Safari. Star-jump doesn't seem to work on it
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hpx7
4y ago
I'm not the author of the game so not sure exactly what they meant by that, but that game uses Websockets which are built on top of TCP, so developers shouldn't have to deal with dropped packets (and our UDP implementation will ha
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hpx7
4y ago
For an example Hathora game that does client prediction and rollback, take a look at https://github.com/ourcade/flappy-bird-hathora
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by
hpx7
4y ago
If anyone wants to try out a game I made using Hathora for a recent gamejam, you can check out star-jump: https://hpx7.itch.io/star-jump It's a 2d multiplayer platformer using Phaser[0] for physics on the backend, and
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hpx7
4y ago
Hathora actually supports raw TCP connections in addition to Websockets, and we're very close to shipping raw UDP support as well! For the web, we're deciding between using WebRTC or leapfrogging straight to WebTransport[0]. Eithe
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hpx7
4y ago
Hathora's auth story is basically bring your own JWT token. So you can implement your own custom auth as long as you end up with a JWT signed using your APP_SECRET in the end. Websockets do actually support binary packets not just stri
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hpx7
4y ago
Hathora Cloud provides several important features specific to multiplayer gaming. To list a few: 1) Built in authentication/identity 2) Session/room based connections (with lobbies, matchmaking, etc) 3) Handlers for various transp
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Modern cloud for multiplayer games
(blog.hathora.dev)
208 points
by
hpx7
4y ago
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52 comments
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by
hpx7
4y ago
Looks cool! Can I ask what tech stack you used?
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by
hpx7
4y ago
It's close but TCP will retransmit frames rather than packing multiple updates in a single frame. It's common for people to build this kind of retransmission logic on top of UDP (especially for networked games), it's sometime
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hpx7
4y ago
Exactly, you assign a sequence number to each update, have the client send acks to convey which packets it has received, and the server holds onto and sends each unacked update in the packet to clients (this is an improvement over blindly s
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by
hpx7
4y ago
I've been working on my own realtime networking engine[0] and I think there are a few important points related to network syncing that are not mentioned in this article: 1) Bandwidth. The users internet can only handle so much network
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