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statico

1,915 karma · joined January 24, 2012

Ian Langworth

Home page and text adventure game: https://langworth.com/

GitHub: https://github.com/statico

Blog: https://statico.link/blog

LinkedIn: https://statico.link/linkedin

Pronouns: he/him

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statico··on Artillery is building a hardcore RTS with HTML5 and WebGL
Yep, it will indeed be free to play. Sean (Day9) discussed it a little on a Reddit thread a few weeks ago: http://www.reddit.com/r/starcraft/comments/1lsgyz/day9_is_ma...
statico··on Artillery is building a hardcore RTS with HTML5 and WebGL
Yep, all of the action you see runs in a browser -- except for the console command that uploads assets to the CDN.
statico··on Vim After 11 Years
That's pretty much it. See above comments regarding context.
statico··on Vim After 11 Years
:!sh will work, but it puts you in an entirely new context (environment and CWD). :sh is just plain awful and doesn't emulate anything correctly.

I recommended ^Z/fg/bg because it's the fastest, easiest way to get to a good, functional shell if you're not using a multiplexer (tmux/iTerm2). If you map ^Z in your shell to "fg\n" then switching is lightning fast.

statico··on Vim After 11 Years
I didn't mean for them to come across as mutually exclusive. The ^Z/fg approach is great for keeping context: Go to a directory, run something, edit something, suspend editing to run something else, resume editing, finish back at the command prompt.

With tmux I'd need to create a new pane, navigate to the same directory, and reinitialize any environment stuff like virtualenv.

Use both! :)

statico··on Vim After 11 Years
Oh, cool! I'll give it a try, thanks!
statico··on Vim After 11 Years
tmux is fantastic, especially for remote development. However, you can't change a single pane's font size, nor is it easy to select an entire line of text using the mouse (with vertical panes). Thus I suggest iTerm2 for local development if on a Mac.

If you haven't tried multiple panes with multiple font sizes — e.g., smaller font for logs/compiling/long-running, bigger for editing — then that's a world I don't want to live in. (j/k ;)

statico··on Vim After 11 Years
Indeed. iTerm2 has replaced tmux for me for local development.
statico··on Vim After 11 Years
How large is "moderately sized" ?
statico··on Vim After 11 Years
Good suggestion. In the article, I failed to point out that the advantage of NERDTree is its hierarchal folder view. When a project's directory structure become gigantic it's useful to see the directory structure as you edit.
statico··on Vim After 11 Years
Thanks for the CSS script link!
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
You mean, something about the absolute, bleeding-edge version of Firefox causes it not to work? ;)

Kidding aside, I'll take a look. What OS?

statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
I've chatted with Ivan. He's very talented :)
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Adam, our artist, was usually blocked on us, the guys implementing feature code. I believe it he spent around 130 hours from concept to completion.
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Yep. Some of the code assumes the FB global is present, which I thought we had factored out, but apparently didn't.
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Are you behind a firewall or proxy?
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Suboptimal, not unsolvable. There are a handful of ways we can — and, after today's feedback, will — improve the experience.
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Yep, the 'snapbacks' you're referring to are a product of the hinting and lag compensation. Right now the "tick lag" which controls this is 200ms — we could raise it to make gameplay smoother but then the snapbacks would be even more egregious.
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
You can mouseover the tiny lag meter in your info square while playing to see ping stats.

Your connection might be fine, but you might be matched with someone on a less-than-optimal connection.

statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Arrow keys should work for you, too.
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
That's been on my plate for a week, but I simply didn't get around to it. Stay tuned!
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
There's no need to send state if every client runs the same simulation. All you need to do is send every client a frame's worth of input and the frame's number. The gafferongames.com article you posted explains more about it :)
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Whoops! Fixing that broken link now. Thanks!
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
All good links, thanks! We are in fact using client-side prediction and lag compensation. It's extremely difficult to make a perfectly-playable action game with 500ms ping — you'd be kicked off a Quake server with that kind of lag :)

Powderkeg uses lockstep network synchronization and every client sees the same simulation (though the player you control has prediction). The network framerate is 10 FPS and the server waits 2 ticks to collect input, so anyone with more than a 200ms ping to the gameserver will have a less-than-desirable experience.

statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Thanks for the report! On it...
statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
Thanks for the kind words and helpful feedback everyone! We appreciate it!

If you're still having trouble with Chrome or Firefox, please reply below with your browser and version, and possibly with a gist/pastebin of any console errors. Mark and I will get on it.

Regarding the lag: We match you with players based on your latency to each gameserver and the amount of time you've been waiting. If you experienced a lot of lag earlier, it might have been due to there being too few players online. However, 196 people are playing as I type this now, and hopefully there's now enough player density so you'll get matched with a lower-latency player who's nearby.

You can read more on our blog post: http://blog.artillery.com/2012/10/play-powderkeg-html5-multi...

We're also on VentureBeat today: http://venturebeat.com/2012/10/04/artillery-aims-to-make-web...

Also, I'd like to thank our amazing artist, Adam deGrandis. Check out his portfolio — he's incredible: http://www.adamdegrandis.com/portfolio/

<3

statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
TCP.

If you mouseover the tiny, hard-to-see lag meter in your colored square while playing a game you'll be able to see some stats about your connection.

statico··on Show HN: Powderkeg, a realtime, synchronous, multiplayer HTML5 action game
If the game doesn't load in Chrome, try using an incognito window since you're probably a Ghostery user. (Sorry, I swear I had fixed that...)
statico··on Ask HN: Who Is Hiring? (September 2012)
Palo Alto, CA -- Senior Engineer at Artillery -- Full time, H1Bs welcome

Envision a world where all gaming moves into the browser... One where anybody on earth can access every game, from any device, at any time. We've set out to change the face of gaming by dragging core gaming kicking and screaming into the browser using the latest HTML5 technology. Share this vision? Join us!

Currently we're leveraging open source technologies including Linux, C/C++, Python, JavaScript, Node.js and are keenly aware of all things HTML5, WebGL, and hardware-accelerated graphics. If you have experience in these areas already that's great, but if your expertise lies elsewhere, don’t let that stop you!

Backed by a stellar team of investors, angels and advisors.

More info at http://artillery.com/jobs

statico··on Show HN: Astray, A WebGL maze game built with Three.js and Box2dWeb.
Really smooth. Nice fade-outs/fade-ins. Good texture choices. Well done!
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