I've spent the past few days in Poland attending onGameStart, the first large-scale HTML5 gaming conference. On the second day of the event I was invited to talk about Rawkets and some of the issues that I encountered during its development. In this entry I will share the materials and resources related to that talk.
In general, I thought onGameStart was a fantastic event considering that it is one of the first of its kind. I also found it refreshing to attend an event like this outside of the US and UK.
My favourite part of the 2-days was meeting the other speakers and attendees and the resulting discussions surrounding gaming techniques and the problems that we need to solve together.
The talk was recorded and I'll update this entry when the video is published online by the organisers.
- Large audience (at least 250, perhaps over 300)
- Round seminar room gave an intimate feeling
- Audience were comfortable asking questions during and after the talk
- Only issues with AV were a slightly blurry projector and no sound
- Audio and video were recorded
- Audio was clear and problem-free, although speakers had to hold a microphone as there were no lapel mics available
- Great discussion with attendees about the talk and related issues
- General feeling of inspiration as a result of the 2-day event
- Rawkets - my multiplayer space shooter
- Using BISON as a binary version of JSON
- Sending Volatile messages with Socket.IO
- Glen Fiedler's implementation of client prediction
- Valve's documentation about client prediction
- Using Monit and Forever to keep your game server up and running after a crash
- Using hook.io to docouple your game logic and increase stability