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tinspin/fuse

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Multiplayer Online Standard

17 mentions on Hacker News by 1 person: 0 stories, 17 comments · first 2016-07-07 · latest 2023-05-08

Mentions per year 17 mentions · busiest year 2021 (6)
20082026
  1. …action is the real attraction of 3D graphics/audio: So I made a very scalable MMO protocol: https://github.com/tinspin/fuse It's event based so analog movement should be compressed, which means headshot FPS are not the target audience. But…
  2. You don't need to use Event-Source to use SSE, look at how I implemented it here: https://github.com/tinspin/fuse/blob/master/res/play.html#L1... The XHR ready state 3 was wrongly implemented in IE7, they fixed it in IE8.
  3. …6 years and the backend out-scales all other multiplayer servers that exist and it's open source: https://github.com/tinspin/fuse You don't need HTTP/2 to make SSE work well. Actually the HTTP/2 TCP head-of-line issue and all the…
  4. If you want an even simpler and more scalable chat you can use my multiplayer online system: http://github.com/tinspin/fuse The HTTP server is written in Java with a custom JSON database and it has clients in C++, C# and HTML5.
    comment by bullen · 2022-01-09 · in Simplicity of IRC
  5. I made a better standard for this: https://github.com/tinspin/fuse But of course it's suffering from this: https://xkcd.com/927/
    comment by bullen · 2021-11-18 · in XMPP, a comeback story
  6. …should use a common network protocol and asset file format. I made an attempt at the protocol: https://github.com/tinspin/fuse And I'm working on the file formats: http://talk.binarytask.com/task?id=5959519327505901449 The last ingredient…
    comment by bullen · 2021-08-12 · in A Framework for the Metaverse
  7. …is only half the battle as content also need to shift. Open-content? I made the network protocol: http://github.com/tinspin/fuse And now I'm working on the file formats: http://talk.binarytask.com/task?id=5959519327505901449
  8. …but a bunch of file formats and network protocols, I'm pretty sure this protocol will prevail: http://github.com/tinspin/fuse
    comment by bullen · 2021-08-11 · in Unity to acquire Parsec for $320M
  9. My multiplayer online standard data: https://github.com/tinspin/fuse You can try the database here: http://root.rupy.se
  10. https://github.com/tinspin/fuse
  11. …also was buggy in IE until version 7. I made a multiplayer online system that relies on chunked: https://github.com/tinspin/fuse
  12. https://github.com/tinspin/fuse
    comment by bullen · 2020-04-25 · in Custom Game Engines: A Small Study
  13. …this weekend: https://store.steampowered.com/app/486310/Meadow/ The source for the backend is here: https://github.com/tinspin/fuse You can call it a one-man MMO backend. I'm going to release a MVP for the C++ 3D MMO client in about a…
    comment by bullen · 2020-04-24 · in Custom Game Engines: A Small Study
  14. …(thank god) but I made this simple platform from scratch that would be good enough for AAA FPS: https://github.com/tinspin/fuse Among the unique features are globally distributed hot-deploy of server side code/resources and globally…
  15. Here is an example of how you can do this: https://github.com/tinspin/fuse To use HTTPS, HTTP/2.0 or WebSockets is really not clever options when you can do secure, simple and more performant stuff in clear text over HTTP/1.1
    comment by bullen · 2018-07-20 · in Building Protocols with HTTP
  16. https://github.com/tinspin/fuse TLDR: Websockets are overengineered and waste CPU cycles doing nothing but marshalling. HTML is better than canvas because it can be GPU accelerated and you get components and z-order for free.
  17. I disagree: https://github.com/tinspin/fuse