melody-jsnes

Games

multiplayer nes demo

SHOW HN2015

127points
19comments
#177of 2,565 in 2015
Top 7%of 2015 by points

How HN took it

DebatedReal support and real criticism

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 HN
    • well done, impressive.
      oknoorap on HN
  • Clean, not simplistic

    From 1 comment

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 HN
    • Also 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 HN
    • Indeed, 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

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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