Top all-time · #16498
Frédéric Kaczynski
Personal blog · longwelwind.net/blog · on HN as Longwelwindprogramminggames
Frédéric Kaczynski writes Longwelwind, a personal blog at longwelwind.net about programming and games. Since 2022, 4 different Hacker News readers have linked it 8 times, most often “Networking of a turn-based game”. No feed was found, so read it on the site itself.
Too few sampled comments (2) to say how often HN recommends it.?
Why HN links it
Linked in discussions of boardgame.io, with posts on networking turn-based games. One commenter explains the engine's Redux-like state and action architecture and cites the networking post for transmitting state deltas or actions.
Summarised by Claude from a sample of 2 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.
Longwelwind's blog
Most-linked posts?
- Networking of a turn-based game4 people · 8 mentions · first linked 2022-02-02
What Hacker News says?
You might be interested by an open-source project I started a few years ago but never really finished: https://github.com/ravens-engine/core I had the idea after developing Swords and Ravens, an online adaption of A Game of Thrones: the Board Game (2nd edition), and realizing that there was a way to make a library to allow people to create board games without having to bother with the network part. I also wrote a bl…
Comment linking /blog/networking-turn-based-game/
on “Show HN: Boardzilla, a framework for making web-based board games”Submitted Networking of a turn-based game as a story · 196 points
HN discussionhttps://longwelwind.net/blog/networking-turn-based-game/
Comment linking /blog/networking-turn-based-game/
on “Boardgame.io: an engine for creating turn-based games using JavaScript”Submitted Networking of a Turn-Based Game as a story · 3 points
HN discussionThis engine uses a Redux-like architecture. You have a State type (containing data like "the position of the black kingside rook") and a stream of in-game actions (like "knight to F3"). Each action is handled by a pure function which converts the current State to a new State. You can either transmit State deltas from the server to the client, or just transmit the actions themselves ( https://longwelwind.net/blog/net…
Comment linking /blog/networking-turn-based-game/
on “Boardgame.io: an engine for creating turn-based games using JavaScript”Submitted Networking design for a turn-based game as a story · 2 points
HN discussionSubmitted Networking of a Turn-Based Game as a story · 2 points
HN discussionSubmitted Networking of a Turn-Based Game as a story · 2 points
HN discussion