How NOT to build a video game - Christoph Nakazawa
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- Опубліковано 25 сер 2024
- How Not to Build a Video Game
Do easy solutions come at the expense of high performance? In this talk, we'll explore this question as I build a video game from the ground up with JavaScript & React. Along this journey, you'll gain valuable insights into rapid prototyping, test infrastructure, and a range of CSS tricks that can be applied to both game development and your day-to-day work. And perhaps it may even rekindle a love for creating something meaningful & fulfilling, as it did for me!
About Christoph
Christoph is an experienced engineering manager, frontend lead and aspiring game developer. He has played a key role in the development of tools such as Jest, React Native, Metro, and Yarn while working at companies like Facebook and Stripe. Currently Christoph is exploring game development and optimizing his workflows and is excited to share more in 2023.
Recorded live at Reactathon 2023 in San Francisco. Learn more at reactathon.com
Pretty cool stuff!
Forgive my naive q - but at 14:25 Christoph mentions the server would control visibility. Even then, how would it actually be handled? Would the server not send any data about that particular foggy block at all to the opposing player? Only way I see this working is if we only send the data visible to P1. And that would mean computing the game state on the server for each player? Is this correct, or am I misunderstanding anything?
Yes, that is exactly what it's doing.
@@NakazawaTech makes sense, thanks!