Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I guess my naive frustration comes from crazy fps games tracking things so precisely and yet somehow Chess.com can’t handle a turn based game?! Honestly.

I do recognize that fps games utilize predictive algorithms and planning to estimate future player positions but still, turn based networking with 100ms accuracy should be a solved problem



Bullet chess is almost an RTS ;) You need starcraft-like micro ;)


Yeah honestly I agree like it would be nice if they switched to WebRTC or UDP.


So you need to send a few bytes of information every few seconds, but you want to spam the network with UDP packets containing those few bytes?


Sure; why not? If I can stream videos on that same network for entertainment, or play another online, multiplayer game, why not use UDP if it gives a better user experience? It's not like UDP transport of those bytes is significantly worse network-wise and certainly lighter weight than those other alternatives.


Every single online multiplayer game that cares about latency reimplements a subset of HTTP over UDP.


>reimplements a subset of HTTP over UDP.

TCP, although I like to imagine FPS games where shooting someone sends "DELETE /players/n00b HTTP/1.1" to the server.


Yes TCP!!!!


Huh, that's not what I would expect at all. If you are having custom network protocols anyway, why deal with all the overhead that even a subset of HTTP brings? You might as well make an entirely new protocol at that point.


Is TCP. Why everybody does it you ask?




Consider applying for YC's Winter 2026 batch! Applications are open till Nov 10

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: