11 comments

  • sgolem3 days ago
    One of the main challenges has been making the map simulation work for hundreds of simultaneous players without the server becoming a bottleneck.<p>Most interactions are event-driven and the map state updates incrementally, which keeps things manageable even when many borders are shifting at once.<p>I&#x27;ve successfully tested this with 4096^2 maps and 1024 players and in those tests framerates were stable at 144 FPS, with the server ticking steadily at the standard 10 TPS.<p>It is built on Rust and Bevy. I&#x27;m happy to answer any questions.
    • reitzensteinm4 hours ago
      How did you test with 1024 players - were they real? Often synthetic loads are very different to those caused by real players.
  • altairprime4 hours ago
    &gt; Curious what people think.<p>About what? The game itself is mildly interesting as some sort of blockchain mega-Risk variant, but without any sort of story about how you came up with the idea, or how you coded it, or a link to your source code, or etc etc etc this seems primarily meaningless&#x2F;irrelevant here at Hacker News. I see your comment asking us to propose questions that you answer — but where are your <i>own</i> stories, that aren&#x27;t just replies to the prompts you want us to present you with?<p>&gt; <i>You agree not to</i>[:] <i>reverse engineer or attempt to extract protected service logic except where the law clearly permits it</i><p>Talk about failing to understand your target audience.
  • mettamage2 hours ago
    After seeing this I just think it&#x27;d be awesome if there&#x27;s like...<p>a Civ 7...<p>where you can play with 100 people, in a way that&#x27;s playable, somehow.<p>Yea, not really thought out but if anyone could make it awesome, it&#x27;d be them and I&#x27;d love to beta&#x2F;alpha test it.<p>If any Civ 7 dev is reading this, my email is in my profile.<p>(yea I know, a crazy long shot, lol :&#x27;) I&#x27;m doing it for the hype)
  • rcakebread4 hours ago
    Very buggy, so many it&#x27;s not even worth reporting, since you can&#x27;t be bothered to test.
  • plz_throw4 hours ago
    I don&#x27;t know, looks like OpenFront in a RetroGUI? Based on the left bottom UI element an older version, otherwise remarkably close<p>[1] <a href="https:&#x2F;&#x2F;m.youtube.com&#x2F;watch?v=ckqSFbwplvY" rel="nofollow">https:&#x2F;&#x2F;m.youtube.com&#x2F;watch?v=ckqSFbwplvY</a>
  • registeredcorn2 hours ago
    Be honest: is this just an OpenFront clone?<p><a href="https:&#x2F;&#x2F;openfront.io&#x2F;" rel="nofollow">https:&#x2F;&#x2F;openfront.io&#x2F;</a><p>It&#x27;s fine if it&#x27;s just a fan-clone, but you really need to be explicit about where the idea (and code) came from if that&#x27;s what you&#x27;ve done.
    • Jyaif0 minutes ago
      Judging by the error messages, it looks like it&#x27;s a bevy+wasm project. So it&#x27;s not a simple fork of OpenFront.
  • bschwindHN5 hours ago
    The sliders don&#x27;t respond well, like the server is authoritative but the client isn&#x27;t properly predicting where the slider will be.<p>I&#x27;m playing on a 144Hz monitor, but the game is struggling to hit over 80 FPS.<p>I keep getting errors which display in the bottom right of the screen, such as &quot;tick&quot; (tick failed, ZeroInvestment) errors and WebSocket receive errors.<p>I started a custom game and &quot;things&quot; are just happening super quickly. All I can seemingly do is right click some stuff and do some actions.<p>There is almost no feedback on the few actions you can do. Nothing much to observe. I don&#x27;t even know where &quot;I&quot; am on the map.<p>Sorry but this isn&#x27;t a game yet. There&#x27;s no compelling core gameplay loop, too little explanation, and wayyyy too many bugs.
  • brudgers1 day ago
    I clicked &quot;Play Game&quot; and got a message about a queue.<p>Maybe that experience can be improved.
    • smcin4 hours ago
      won&#x27;t even load for me now. (Edit: it loads now)
  • alephnerd1 hour ago
    Not to be overly dismissive, but this feels like a plastic satire of a war game. Additonally, most civvy wargames tend to be based on the Avalon Hill Civilization boardgame from back in the day (which also influenced <i>Sid Meier&#x27;s</i> Civilization), which imo peaked with Civ 4 (Civ 7 and Humankind I think is based on &quot;History of the World&quot;).<p>I&#x27;d recommend reading some US Navy [0][1][2], Marines [3], and NATO [4] literature on how to better create tactical and grand strategy war games.<p>Lots of wargaming and intel analyst vets ended up in the boardgame publishing world.<p>[0] - <a href="https:&#x2F;&#x2F;apps.dtic.mil&#x2F;sti&#x2F;pdfs&#x2F;AD1001766.pdf" rel="nofollow">https:&#x2F;&#x2F;apps.dtic.mil&#x2F;sti&#x2F;pdfs&#x2F;AD1001766.pdf</a><p>[1] - <a href="https:&#x2F;&#x2F;www.history.navy.mil&#x2F;content&#x2F;dam&#x2F;nhhc&#x2F;research&#x2F;publications&#x2F;publication-508-pdf&#x2F;NHHC_Winning%20a%20Future%20War_508b.pdf" rel="nofollow">https:&#x2F;&#x2F;www.history.navy.mil&#x2F;content&#x2F;dam&#x2F;nhhc&#x2F;research&#x2F;publi...</a><p>[2] - <a href="https:&#x2F;&#x2F;www.cna.org&#x2F;reports&#x2F;2004&#x2F;Transforming-Naval-Wargaming-A-Framework-for-Operational-Level-Wargaming.pdf" rel="nofollow">https:&#x2F;&#x2F;www.cna.org&#x2F;reports&#x2F;2004&#x2F;Transforming-Naval-Wargamin...</a><p>[3] - <a href="https:&#x2F;&#x2F;www.usmcu.edu&#x2F;Portals&#x2F;218&#x2F;Forging%20Wargamers_web.pdf" rel="nofollow">https:&#x2F;&#x2F;www.usmcu.edu&#x2F;Portals&#x2F;218&#x2F;Forging%20Wargamers_web.pd...</a><p>[4] - <a href="https:&#x2F;&#x2F;paxsims.wordpress.com&#x2F;wp-content&#x2F;uploads&#x2F;2023&#x2F;09&#x2F;nato-wargaming-handbook-202309.pdf" rel="nofollow">https:&#x2F;&#x2F;paxsims.wordpress.com&#x2F;wp-content&#x2F;uploads&#x2F;2023&#x2F;09&#x2F;nat...</a>
  • SilentM685 hours ago
    Hmm, it does not seem to work on Edge browser on my Linux OS, but it loaded fine in Chrome in the same OS.
  • beeflet5 hours ago
    I don&#x27;t like the mixel art used