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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... show more
35 条评论

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

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!

@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 💪

Make a new RuneScape

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

Come to mars, less crowded.

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"

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

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

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

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?

We need more airports and control towers hahaha

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.

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

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

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

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

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

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

Fun game Mr Pieter.

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

Make Claude write it in c++

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!

How much resources do you have on this VPS?

milky way unlocked

Bruh, ask grok to make it unspamable duh

Can we dog fight?

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

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

Can you add Cirrus Vision please?

Cool. Can’t access it no more..

Too laggy. I want a refund!! lol

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

Lmao idk why but this is hilarious

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