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sgolem
searching Neon…
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8 ms
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by
sgolem
6mo ago
Not sure why is that. Can you provide more details or try again?
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by
sgolem
6mo ago
I've added a "How To Play" button now before you start the game, and have polished up those error paths. Now they should be much less common and displayed more nicely.
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by
sgolem
6mo ago
Well, the purpose of this initial post was to just let people know it exists. I agree that those topics could be interesting and I might write them up in a blog. The game doesn't really force any blockchain usage on you, but it will be
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by
sgolem
6mo ago
It should work on every browser that supports WebGL and SharedArrayBuffer. That should include Edge on Linux, but I'm not sure.
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by
sgolem
6mo ago
Hey, thank you for all these details, I really appreciate it! I also use a 144Hz monitor and the framerate is often rock solid at the top. The problem is with browsers and battery powered devices. Chrome often locks up the game at 30, 60, o
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by
sgolem
6mo ago
Sorry, that can definitely be improved. And is probably best to remove it until the game attracts some regular players for the queue to make sense. Will do.
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by
sgolem
6mo ago
Yes it's Bevy, with a custom backend game loop/simulation.
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by
sgolem
6mo ago
The idea definitely came from openfront and territorial, I've played both. But this codebase has nothing to do with them, it was built from scratch.
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by
sgolem
6mo ago
Yeah it's heavily inspired by openfront and territorial, I've played both. My goal for this was to see how far I can push it in terms of player count and map sizes.
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by
sgolem
6mo ago
This is a WIP version, and custom game seems to work for many players. I would've really appreciated if you told me how it didn't work so I can fix it.
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by
sgolem
6mo ago
Bots are run on a separate thread from the main game loop and I can configure them to have a particular amount of actions per tick or second - to simulate real player action frequency. In my tests core game loop handles 1024 bots without is
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by
sgolem
6mo ago
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
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Show HN: Browser grand strategy game for hundreds of players on huge maps
(borderhold.io)
54 points
by
sgolem
6mo ago
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37 comments
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Hammurabi: a Rust recreation of the classic 1968 BASIC game
(github.com)
5 points
by
sgolem
1y ago
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1 comments
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by
sgolem
1y ago
This is the first thing I “vibecoded” a couple of days ago. I really like the game in general and now find myself playing a few times per day. I might try to add some non-classical modes to the game in the future, or I might just leave it a
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by
sgolem
2y ago
I've written a NEAT implementation in Rust a few years back. It was able to train XOR and pole balancing. https://sgolem.com/blog/neat-simple-neuroevolution-framework...
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by
sgolem
3y ago
Can this be run with llama.cpp?
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by
sgolem
6y ago
As long as users need to think about homeservers we can't expect a substantial migration. As far as I'm aware there is work being done on the fully p2p version of Matrix where every device is a server. If that allows abstracting a
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Neat: Simple Neuroevolution Framework, in Rust
(sgolem.com)
1 points
by
sgolem
6y ago
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0 comments
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Today’s Apple Event in 4K60
(twitter.com)
1 points
by
sgolem
6y ago
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0 comments
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Halite III Bot Development Kit in Rust
(sgolem.com)
1 points
by
sgolem
6y ago
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0 comments
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Kicking Node into high gear for data processing
(sgolem.com)
1 points
by
sgolem
6y ago
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0 comments
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Building an easy on the eyes IKEA style blog, in no time, for free, again
(sgolem.com)
1 points
by
sgolem
6y ago
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0 comments