Thanks! Glad you're enjoying it! I've been trying to find the right balance of technical and non-technical content. Its hard to not go too far into the weeds sometimes :)
Great work! Keep it up! I have been following you from the time you had just 5 followers on twitch and I am happy to see how your work has progressed. Btw the game doesn't start on Chrome on my PC, but it starts and works on Firefox and Edge. Here is the error I got in the console: "Failed CreateWindow: Creating a WebGL context has failed."
Haha yeah I remember! Thanks for the bug report; Let me look into it. Just one quick question: does it fail on chrome every time you launch it? Like if you refresh the page does it just consistently fail?
@@UnitOfTimeYT Yeah, every time. Even in incognito. Maybe it's something with the rendering settings, since I have played with them before because of some lag when scrolling.
Hey thanks for the info. Right now my rendering library requires WebGL2 (which most browsers have as of 2017), so if that got disabled somehow then I will always fail to create the rendering context. It *could* be that but I'll keep an eye on it and see if I can reproduce it (or if others have a similar issue). I'll try and make my error messages a bit more specific though in future builds too! I can also try and make it fallback to WebGL1 as a last resort though.
Yeah that's definitely an option. I did briefly look into hosted redis solutions but decided that it wasn't worth the extra complexity for me to setup. If my game gets more traction and I feel the need to distribute it further then I'll probably decide on a more permanent database hosting strategy for my user data, which might not end up being redis at all. Until then, though, I'll see how far my little redis node can go!
For monitoring I'm just using prometheus for emitting and aggregating metrics, then grafana for all of the metric graph viewing. Right now my entire game gets deployed with a single docker-compose configuration. So just a bunch of docker images running on the same computer that are all networked together. In the future I'll have to separate them out, but for now its a pretty simple setup!
Having watched a lot of your vids now, yeah every time you leak a goroutine I kind of want to throw something at the screen XD Goroutine lifetimes: manage them :P
Man, I love how deep you go into the technical details as a gamedev log channel it is amazing to see.
Thanks! Glad you're enjoying it! I've been trying to find the right balance of technical and non-technical content. Its hard to not go too far into the weeds sometimes :)
Great work 👍🏻 it’s crazy to me how one line on some health bars causes an issue and then you manage to find it. Love seeing the debugging process
Haha thanks. Glad you enoyed! It seems there's always something ready to break whenever I change a value :)
my guy done it again
love seeing the progression on the game! keep it up :)
Great work! Keep it up!
I have been following you from the time you had just 5 followers on twitch and I am happy to see how your work has progressed.
Btw the game doesn't start on Chrome on my PC, but it starts and works on Firefox and Edge.
Here is the error I got in the console: "Failed CreateWindow: Creating a WebGL context has failed."
Haha yeah I remember! Thanks for the bug report; Let me look into it. Just one quick question: does it fail on chrome every time you launch it? Like if you refresh the page does it just consistently fail?
@@UnitOfTimeYT Yeah, every time. Even in incognito. Maybe it's something with the rendering settings, since I have played with them before because of some lag when scrolling.
Hey thanks for the info. Right now my rendering library requires WebGL2 (which most browsers have as of 2017), so if that got disabled somehow then I will always fail to create the rendering context. It *could* be that but I'll keep an eye on it and see if I can reproduce it (or if others have a similar issue). I'll try and make my error messages a bit more specific though in future builds too!
I can also try and make it fallback to WebGL1 as a last resort though.
I see a fellow man of Goth 😎
Haha yeah. I'm really impressed with how easy it was to add new OAuth providers once I had the first one configured. Now I'm a huge fan
ferrisHyperBongo
Wrong app Doru :notlikethis:
Why not use something like AWS ElastiCache Redis? This automatically solves the persistence issue and will be able to scale and cluster easily.
Yeah that's definitely an option. I did briefly look into hosted redis solutions but decided that it wasn't worth the extra complexity for me to setup. If my game gets more traction and I feel the need to distribute it further then I'll probably decide on a more permanent database hosting strategy for my user data, which might not end up being redis at all. Until then, though, I'll see how far my little redis node can go!
how did you setup and configure your montitoring? would be really cool to see :D
For monitoring I'm just using prometheus for emitting and aggregating metrics, then grafana for all of the metric graph viewing. Right now my entire game gets deployed with a single docker-compose configuration. So just a bunch of docker images running on the same computer that are all networked together. In the future I'll have to separate them out, but for now its a pretty simple setup!
Having watched a lot of your vids now, yeah every time you leak a goroutine I kind of want to throw something at the screen XD Goroutine lifetimes: manage them :P
lol, well I hope to not break too many of your monitors.
@@UnitOfTimeYT not at all, really enjoyed your content. Sad you didn't ever show the gameplay system logic implemented.
Glad you're enjoying it! Yeah I can try to show that a bit more.
@@UnitOfTimeYT Awesome because thats the part im not used to as a SRE. the server / login / networking / etc stuff is all reflex at this point XD.
Still no Apple sign in :(
Haha sorry buddy. One day we'll let you in :P
@@UnitOfTimeYT I’m going on strike until you add it!