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Home Page: http://game.giongto35.com
License: MIT License
Gowog, Golang based Web multiplayer Online Game
Home Page: http://game.giongto35.com
License: MIT License
Maybe it's because one of the message is intentional but the other message is sent because client is disconnected
Sometimes channel overload causing the server hang.
We need a small log line showing FPS and ping
Currently, Docker environment is similar to prod environment (Client HTML is built and server returns Client)
As for Dev environment, we don't build client HTML. Run NPM in development mode in container (npm run dev)
Client prediction is a way to improve game smoothness in which client processes input without waiting for result from backend.
Reference
http://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html
Game screen is fit currently. We need to make it full screen, but the game scale is still the same as server.
As server has higher latency. We cannot check if the current position of bullet hit player at every tick.
We should check if the line from old position -> new position cut the player.
Currently, the game gets the best performance when it runs with only one core.
With multi-cores, the performance slowed down due to concurrency.
#1 Parallel with multi-core
We need to support mobile web by adding 2 controller on left and right. Left is joystick for movement, Right is joystick for shoot direction (Follow PubG)
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