melody-jsnes
Games
multiplayer nes demo
SHOW HN2015
How HN took it
4 positive, 5 neutral or asking, 1 mixed, 5 critical, out of 15 comments about the project. Thread score -0.01.
Idea: 1 for, 4 againstExecution: 2 for, 0 againstDocs: 1 for, 0 againstPerformance: 0 for, 1 against
The thread, comment by comment
Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.
positive neutral or mixed critical about another commenter or something else the maker
What HN said
What people liked
Impressive demo for its size
From 2 comments
mmm, not sure if doing this counts as using 77 lines of code: ``` import ( "github.com/gin-gonic/gin" "github.com/gorilla/websocket" "github.com/olahol/melody" "net/http" "sync"…
sschueller on HNwell done, impressive.
oknoorap on HN
Clean, not simplistic
From 1 comment
It might be simple, but it's certainly not simplistic :)
andrewliebchen on HN
Objections
Title overstates it: emulation is in JavaScript and imports are large
From 3 comments
mmm, not sure if doing this counts as using 77 lines of code: ``` import ( "github.com/gin-gonic/gin" "github.com/gorilla/websocket" "github.com/olahol/melody" "net/http" "sync"…
sschueller on HNAlso the NES emulation is done in Javascript, making the 77 lines a little less impressive. It's "just" server for handling multiplayer part.
mrweasel on HNIndeed, the title is a bit misleading.
vog on HN
Input latency from sending inputs rather than state sync
From 1 comment
It would be nice to see state-synchronization using rewinding like GGPO, instead of just sending the inputs which introduces a lot of latency.
tokenrove on HN
Requests
State synchronization with rollback like GGPO
From 1 comment
It would be nice to see state-synchronization using rewinding like GGPO, instead of just sending the inputs which introduces a lot of latency.
tokenrove on HN
Questions
Difference between melody and gorilla websocket
From 1 comment
I don't get the difference between github.com/gorilla/websocket & github.com/olahol/melody. Does someone have a clue ?
eynix_ on HN
Best Go option for fallback when websockets are blocked
From 1 comment
What's the best solution in Go to support graceful degradation for browsers without websockets / networks that disallow it?
mappu on HN
Is local multiplayer for other games possible this way
From 1 comment
That's really neat - forgive my ignorance on the subject, but how possible is something like this for local multiplayer games in general (outside of NES)? With all the streaming…
edc117 on HN
Alternatives named
SockJS
From 1 comment
Something using the SockJS protocol. A quick google search for "sockjs go" brings up multiple options.
jkarneges on HN
socket.io and go-socket.io
From 1 comment
Maybe socket.io and go-socket.io. Socket.io support multiple transports.
rvrv on HN