vnav.io

Games

multiplayer browser game

SHOW HN2021

vnav.io

My multiplayer custom-engine game that loads in less than a second

vnav.io

#multiplayer browser game#io game#custom game engine#canvas game

198points
85comments
#237of 2,533 in 2021
Top 10%of 2021 by points

How HN took it

MixedNo clear lean

10 positive, 22 neutral or asking, 3 mixed, 13 critical, out of 48 comments about the project. Thread score -0.08.

Performance: 3 for, 4 againstDesign: 1 for, 6 againstExecution: 0 for, 2 againstIdea: 2 for, 0 againstPrivacy: 0 for, 1 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Fast load time and snappy performance

    From 3 comments
    • Love to see this kind of craftsmanship. It's nice to make things snappy, especially because it broadens the reach to people who don't have the best hardware or connections.
      smolder on HN
    • Nice work taking the time to make your game load quickly! I'm sure I'm not the only person who closes most browser games' tabs when they take longer than a couple seconds to…
      schemescape on HN
    • Whoa I opened this on mobile (Opera) and it was a mess of overlapping text. I suggest you add a screen saying it's desktop only.
      phreack on HN
  • Fun gameplay

    From 3 comments

Objections

  • Does not work well on mobile browsers

    From 4 comments
    • Whoa I opened this on mobile (Opera) and it was a mess of overlapping text. I suggest you add a screen saying it's desktop only.
      phreack on HN
    • Chrome and FF mobile as well.
      edoceo on HN
    • Yeah looks wrong on my mobile Chrome.
      visox on HN
    • This might win the award for least mobile friendly website ever!
      jonplackett on HN
  • Lag and choppy movement on distant servers and in Firefox

    From 3 comments
    • Very nicely done, congrats! I connected to a geographically far away server (US West, from Europe) and there's a bit of a delay between keypresses and movement, and the movement…
      ggambetta on HN
    • Nice! Interesting approach. I'll have to try to replicate this for my game[1] where the loading of some JS scripts is sometimes annoyingly high (in particular for the cookie…
      dom96 on HN
    • I am using Firefox 84.02 and it is not working. Takes considerably more than a minute to show fill username screen.
      abhayhegde on HN
  • Lacks visual background and texture

    From 2 comments
    • Put a star field or some other background so movement is more obvious. Some instructions might help or even a highlight on the points allocations at the bottom left. or did I…
      sfgweilr4f on HN
    • space needs some kind of texture so I can see my movement better
      swayvil on HN

Requests

  • Keyboard aiming and rebindable keys

    From 2 comments
    • Very nice game, but would you add aiming with keys? I have no mouse for instance ... very difficult to win shooting in one direction only :)
      lovelyviking on HN
    • Just a suggestion: I'd love a way to change the keybinds; using Dvorak means this is wholy unplayable for me (also a mech keyboard that doesn't have up-down-left-right in a…
      neodymiumphish on HN
  • Client-side prediction and interpolation

    From 2 comments
    • Very nicely done, congrats! I connected to a geographically far away server (US West, from Europe) and there's a bit of a delay between keypresses and movement, and the movement…
      ggambetta on HN
    • Cool, this is great! I was working on a multiplayer game and I found it difficult to make client movement smooth. Are you using client-side prediction for the player's movements?
      nosefrog on HN
  • Better game balancing

    From 2 comments
    • Welp that was fun :) https://i.imgur.com/47f7IhU.png Honestly the game really needs more balancing as I took a while to find a build which can defeat Necromancer.
      Trung0246 on HN
    • Yes, just played and Necromancer with auto-fire on, maxed out bullet damage, bullet speed, and reload speed. Got boring winning easily after half an hour. Fun game though! Just…
      gamegoblin on HN

Questions

  • Why preload tags are used with immediate script loading

    From 1 comment
    • This is a pattern that I have seen quite regularly in recent times, mostly via Next.js, I think: ``` <link rel=preload href=FOO.js as=script> <script async src=FOO.js></script>…
      chrismorgan on HN
  • Whether the game will be open sourced

    From 1 comment
    • I dug down into your comment history where you said you were using a custom Canvas2D engine. Hopefully you'll open source it like you said, this is right up my alley.
      VectorLock on HN

Alternatives named

  • diep.io

    From 2 comments
    • I like the diep.io a-like game. What other JavaScript resources did you use to build this?
      VectorLock on HN
    • See also https://diep.io - original, abandoned https://arras.io - fan made sequel http://woomy-arras.io - sequel of sequel (None of these load as fast)
      surround on HN
  • arras.io

    From 1 comment
    • See also https://diep.io - original, abandoned https://arras.io - fan made sequel http://woomy-arras.io - sequel of sequel (None of these load as fast)
      surround on HN
  • agar.io

    From 1 comment
    • .io are indeed "expensive", but to add one datapoint to your question: there's a concept/genre called "io games", mostly involving browser-based multiplayer games like this one…
      jlbribeiro on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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