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Okay it works again, still some spammers who made some floating plane crash above the runway but all good 😁👍 I'm parked next to the runway plane spotting everyone taking off 😊 Right now update rate is 1 second, if I go below I hit some limits and the...

182,223 views • 1 year ago •via X (Twitter)

35 Comments

Fast Clippy 🍀's profile picture
Fast Clippy 🍀1 year ago

add login via X to shill your username. Maybe @elonmusk will login

Page to Pixel Publishing's profile picture
Page to Pixel Publishing2 years ago

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

Tomasz Żmudziński's profile picture
Tomasz Żmudziński1 year ago

@levelsio maybe try to fix performance of this funny game on twitch or something like that? It would be great to watch you live coding it 💪

yosoymario's profile picture
yosoymario1 year ago

Make a new RuneScape

Shafil Alam's profile picture
Shafil Alam1 year ago

You could interpolate the movement in between position updates to make it smoother!

Bey | Engineer's profile picture
Bey | Engineer1 year ago

Come to mars, less crowded.

zhoug's profile picture
zhoug1 year ago

oh man yeah lerp the player positions and you might not even notice the lag, there's little client side tricks you can do for this type of stuff, here's a prompt, might be able to get away with it even w/ 1 second latency: "The other players positions are rendered at the location where the update is provided, but I want to lerp the previous position to the new updated position so the movement is smooth despite the server update rate"

bone's profile picture
bone1 year ago

when I made bonenet it was flooded within an hour with spam users

Imagineer de andar por casa's profile picture
Imagineer de andar por casa1 year ago

You can interpolate the position of the players so they move smoothly from point A to B even though the update happens every second

Gordon Friedman 🇦🇷 ∞/21M's profile picture
Gordon Friedman 🇦🇷 ∞/21M1 year ago

Hey, no need to increase the update rate to make it look smoother. You just need to interpolate the position in the client-side. That is, you receive the new position now, and you move the plane from the previous to the new position for 1 second until the new update arrives

riley konsella's profile picture
riley konsella1 year ago

If you add shooting, add a timer where you can see how long you’ve been in the air Everyone else can see some indicator too. New planes are red. The top 10 current longest flight time planes are green. The number 1 is gold. Everyone goes after the gold one right?

Szymon Rączka's profile picture
Szymon Rączka1 year ago

We need more airports and control towers hahaha

Aram's profile picture
Aram1 year ago

Been following this development and it’s awesome 😁 I tried to create an ant battle game yesterday where colonies of ants would battle for resources and territory. Didn’t work out too well.

Tomasz Żmudziński's profile picture
Tomasz Żmudziński1 year ago

I was flying maybe 10 minutes ago and app showed above 500 players ✌️

menguzat's profile picture
menguzat1 year ago

Welcome to multiplayer schizoland! Repeat after me (ask claude to): Authoritative server Client side prediction Interpolated reconciliation 🤪

Stuart Ray's profile picture
Stuart Ray1 year ago

Get to 500+ smoothly to prove the haters wrong! You can develop this! Great job!

John-Mark Stolz's profile picture
John-Mark Stolz1 year ago

Randomize the spawn point. I'm stuck at the bottom of everyone.....lol

jer.re's profile picture
jer.re1 year ago

Interpolate/animate the positions to make the 1sec update rate feel smoother

Sidi jeddou's profile picture
Sidi jeddou1 year ago

Please make the planes able to crash, I will try your game just to crash other players planes lol

Cerv3ra's profile picture
Cerv3ra1 year ago

Fun game Mr Pieter.

Grigori Karapetyan's profile picture
Grigori Karapetyan1 year ago

add me as a contributor, ill help you optimize it tonight

Nicola's profile picture
Nicola1 year ago

Make Claude write it in c++

AIden AIStar's profile picture
AIden AIStar1 year ago

Add client prediction & interpolation to smooth 1s updates. For shooting, validate hits server-side. For 500+ players, try spatial partitioning (only update nearby planes) and delta compression (send only what changed). UDP > TCP for lower latency if possible. Your 1s tick rate works but 20Hz would feel way better!

Shayan's profile picture
Shayan1 year ago

How much resources do you have on this VPS?

dan.io ⚡️'s profile picture
dan.io ⚡️1 year ago

milky way unlocked

Alaska Offgrid's profile picture
Alaska Offgrid1 year ago

Bruh, ask grok to make it unspamable duh

Mike's profile picture
Mike1 year ago

Can we dog fight?

bapic's profile picture
bapic1 year ago

Try storing their current speed vector instead of a single coordinate so they have more of a continuous update rather than a single place in space @levelsio

George J's profile picture
George J1 year ago

Nice! I've always wanted to play a turn-based flight simulator: 😂

janowski's profile picture
janowski1 year ago

Can you add Cirrus Vision please?

Sebastian Asprella's profile picture
Sebastian Asprella1 year ago

Cool. Can’t access it no more..

404's profile picture
4041 year ago

Too laggy. I want a refund!! lol

Xorbö's profile picture
Xorbö1 year ago

No good solution with such tickrate, but the easiest and best bang for buck thing is to add client-side extrapolation. Just pass speed vector and extrapolate on each frame on the client. Feels like something AI should be able to do with a few prompts

Dio - 𝒻ᵢₙ/ₚₒₗ ₐ𝒸𝒸ₜ's profile picture
Dio - 𝒻ᵢₙ/ₚₒₗ ₐ𝒸𝒸ₜ1 year ago

Lmao idk why but this is hilarious

RB - The Peace Coach's profile picture
RB - The Peace Coach1 year ago

Safety first! Smooth flying for all beats a crowded sky any day.

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