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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 次观看 • 1 年前 •via X (Twitter)

35 条评论

Fast Clippy 🍀 的头像
Fast Clippy 🍀1 年前

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

Page to Pixel Publishing 的头像
Page to Pixel Publishing2 年前

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 的头像
Tomasz Żmudziński1 年前

@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 的头像
yosoymario1 年前

Make a new RuneScape

Shafil Alam 的头像
Shafil Alam1 年前

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

Bey | Engineer 的头像
Bey | Engineer1 年前

Come to mars, less crowded.

zhoug 的头像
zhoug1 年前

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 的头像
bone1 年前

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

Imagineer de andar por casa 的头像
Imagineer de andar por casa1 年前

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 的头像
Gordon Friedman 🇦🇷 ∞/21M1 年前

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 的头像
riley konsella1 年前

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 的头像
Szymon Rączka1 年前

We need more airports and control towers hahaha

Aram 的头像
Aram1 年前

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 的头像
Tomasz Żmudziński1 年前

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

menguzat 的头像
menguzat1 年前

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

Stuart Ray 的头像
Stuart Ray1 年前

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

John-Mark Stolz 的头像
John-Mark Stolz1 年前

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

jer.re 的头像
jer.re1 年前

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

Sidi jeddou 的头像
Sidi jeddou1 年前

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

Cerv3ra 的头像
Cerv3ra1 年前

Fun game Mr Pieter.

Grigori Karapetyan 的头像
Grigori Karapetyan1 年前

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

Nicola 的头像
Nicola1 年前

Make Claude write it in c++

AIden AIStar 的头像
AIden AIStar1 年前

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 的头像
Shayan1 年前

How much resources do you have on this VPS?

dan.io ⚡️ 的头像
dan.io ⚡️1 年前

milky way unlocked

Alaska Offgrid 的头像
Alaska Offgrid1 年前

Bruh, ask grok to make it unspamable duh

Mike 的头像
Mike1 年前

Can we dog fight?

bapic 的头像
bapic1 年前

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 的头像
George J1 年前

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

janowski 的头像
janowski1 年前

Can you add Cirrus Vision please?

Sebastian Asprella 的头像
Sebastian Asprella1 年前

Cool. Can’t access it no more..

404 的头像
4041 年前

Too laggy. I want a refund!! lol

Xorbö 的头像
Xorbö1 年前

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 的头像
Dio - 𝒻ᵢₙ/ₚₒₗ ₐ𝒸𝒸ₜ1 年前

Lmao idk why but this is hilarious

RB - The Peace Coach 的头像
RB - The Peace Coach1 年前

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

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55,067 次观看 • 1 年前