psychicsoftware
January 5, 2018
Godkin, Techie
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High performance networking with a ‘web’ of peer-peer connections in Godkin

January 5, 2018
Godkin, Techie
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Introduction

Godkin is an in-development multiplayer co-op combat RPG, with a maximum of 4-5 players per session, and with high numbers of moving entities (4-5 players each with several AI-controlled followers; several villagers; and potentially 100s of monsters and 10s of defensive towers, missiles and spells active at a time). In order to handle the high amount of network traffic, I have developed an infrastructure involving, at its core, a direct peer-peer connection between each pair of players in a game session.

Peer-Peer Direct Connections

The main motivations behind a peer-peer approach are (i) low latency, and (ii) low server costs. Using peer-peer means that a hosted server is not needed apart from initial handshaking and NAT punchthrough. With 5-10 movement packets per second, per entity, per connected client, the amount of network traffic (and potential server CPU load) can grow alarmingly.

In my ‘web of direct connections’ approach, the player who starts up a game session listens for incoming connections. The second player to join connects to the 1st player and then itself listens for incoming connections. This procedure continues: each player who joins connects to each existing player’s connections, and then opens its own connection for use by subsequent players. This model means that each player can send and receive data directly with each other player (a traditional client-server setup would of course mean data between players would have to be relayed via the server, i.e. 2 hops rather than 1). Latency is minimised.

In Godkin, we’re using WebRTC data channels for both unreliable data (i.e. entity movement updates) and reliable data (i.e. game/entity states and event data).

Client-Server Fallback

The trickiest thing about peer-peer networking on the public internet is the fact that each client will be sitting behind a router which will probably not allow unsolicited incoming traffic, and in any case without manual configuration will not know where to route that traffic to, in its private network. The solution is NAT punchthrough which involves both clients connecting to a publicly-addressable server, and then (via data from the server) negotiating connections directly to each other through the same port that the other client just opened to the server. It’s a somewhat messy process and a small fraction of routers pretty much refuse to do it. Therefore, a fallback is needed whereby clients who have failed to achieve peer-peer connection will relay data to each other via a traditional server. In Godkin, we use UDP (for unreliable data) and Websockets (for reliable data) as a fallback. The exception is the game’s public hub where there can be larger numbers of clients, with players joining/leaving at a high rate: here, we use server-relaying all the time.

Scoping

The idea behind scoping is that certain data is less relevant to a player if it related to a game entity that is far away from their camera. The main data that can be culled through scoping is position updates (which are also overwhelmingly the most frequently sent types of data). Since Godkin is a 2D topdown/isometric game, it’s easy to decide whether a particular world position is visible to other players or not, assuming you know where their camera is located. If a packet is defined as ‘scopeable’, the sending client will typically only send it to other clients for whom it is in-scope. Every 25th packet is sent to everyone, regardless of scope. The exception is data related to Player characters, which is sent without scoping, since everyone needs to accurately know where everyone else’s camera is.

Distributed Control

One further system in Godkin which I have implemented for efficiency reasons is distributed control, by which I pass control of AI entities between clients based on whoever is closest to them. This means that both CPU and network loads are balanced between clients, rather than the game having a heavy reliance on the power and connectivity of the 1st player. In fact, distributed control is also a requirement in order to support scoping: we need to make sure that each client is controlling interactions between entities that are ‘in scope’ for it, i.e. it knows their positions accurately. Since Godkin is a co-op game, we’re not overly concerned about security (although, I have implemented some anti-cheating measures).

Unity3D Implementation

Godkin is being developed using the Unity3D engine, and I was initially developing the networking infrastructure using the excellent Bolt plug-in. Last year, however, the company Photon bought Bolt, and implemented a punitive per-seat cost which is the same as the per-seat cost of their client-server solution, despite the fact that server overhead in a peer-peer situation is a tiny fraction of that in a client-server situation. Unhappy with this, I explored other possibilities and eventually picked a really nice, bare-bones WebRTC plug-in. One of the benefits of moving to a simpler, low-level solution was also that I was able to fairly easily construct the ‘web of connections’ approach as described above, rather than treating the 1st player as a server (which is what Bolt does).

August 11, 2017
Orbs.it, Techie
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Orbs.it — an “agar.io” style game

August 11, 2017
Orbs.it, Techie
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Agar.io and Orbs.it

A couple of years ago, agar.io was released as a browser game, and caused quite a sensation. It has subsequently spawned an entire genre of games — lightweight, massively multiplayer browser games with simple graphics and gameplay. This type of no-nonsense, easy-access multiplayer game appeals to many people, and naturally suits lone developers (especially when their art skills are not great).

So late last year, and early this year, I developed orbs.it

Orbs is a simple to play game, yet is very skillful. It’s about fast and accurate control of your “guns”. Eight players start the game, and each initially control a single orb which is part of a set of 24 orbs encircling a central “sun”. You shoot from your orbs, and when you hit another orb you take control of it. The winner is whoever is left last in the game. It’s a very satisfying mechanic, especially when you get in the flow and claim orb after orb in rapid succession.

Lots of users

In May I released orbs.it on iogames.space which is the main portal for “agario-style” games. I was pleasantly surprised with the amount of players that clearly seek out this type of game — within a couple of days, my server was starting up 5-10 game sessions per minute, each with typically 4 or 5 humans in (the rest being bots). As of right now, there are nearly 90,000 player accounts in the game’s database.

Server architecture

Orbs proved to be a nice test-bed for the nodejs-based gameserver cluster I had developed. The central masterserver looks after player logins and communicates with gameservers which run the actual game sessions. It monitors the number of games running on each server, and dynamically starts/stops server instances as required, to deal with varying loads. There’s also some interesting requirements around things like gameserver hot-patching, so again this has involved developing useful techniques which I’m sure I will use again. I have done this sort of thing before in Darkwind of course, but the system in Orbs is generally much slicker and didn’t suffer from the horrible nightmares of blocked sockets which afflicted Darkwind on its opening weekend on Steam.

Networking

High-speed networked gaming is always a challenge to develop, and a particular challenge for “agario-style” games is that they are generally limited to using websockets for their communications. Websockets provide really handy bidirectional communication between browser and webserver, so are far better than plain-old Ajax.. however, they are still based on TCP, and that means guaranteed, ordered delivery of packets. This is the main cause of sudden spikes in latency which most Websocket games suffer from. The latency is basically unavoidable – it happens when a packet fails to deliver and has to be re-delivered, and all subsequent packets are cached on the receiver until such time as the missing packet arrives, so that they can be delivered to the receiving application in the correct order. This makes TCP fundamentally unsuitable for fast-moving data, especially when the nature of the data is that late packets are irrelevant. If your application knows where a player’s orb is at time 20 in a game, it really doesn’t care to know where it was at time 19, yet TCP doesn’t allow your application to see the data from time 20 until the data from time 19 is received.

Deterministic positioning of orbs

I wanted orbs.it to be, as far as possible, immune to the latency problems caused by TCP. I didn’t want the field of orbs to jump around and glitch on the screen, like the player-controlled entities in most agario-style game do. The solution was to remove player-control of the orbs altogether – this also fitted the design requirement of simplicity. The orbs move around in orbits, based on elliptical paths with continually changing parameters (and ultimately controlled by Sin and Cos, of course). The real trick is that these paths, although interesting and varied (leading to a continually-shifting playfield) are entirely deterministic. At any specific time after the game has started, the game server and game clients can all calculate and precisely agree on where each orb is. This vastly simplifies things and gets rid of many of the difficulties associated with everything a game client knowing about everyone else being out of date by the time they know it.

If you’re interested to read more about fast-paced multiplayer networking, this is an excellent overview.

You can play orbs straight from your browser here: orbs.it and it’s also available on the Android and iOS app-stores, although has not seen much traction there.

May 9, 2017
Godkin, Techie
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Faking Shadows and Lights in a 2D ‘isometric’ Game

May 9, 2017
Godkin, Techie
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For the past few months, I have been working on Godkin, a pixel-art online co-op combat RPG. This is a collaboration between Psychic Software and Goblin Portal (our second collaboration, in fact, following up on last year’s release Goblins & Grottos).

Godkin takes a “faked 3D” view (this style is often referred to as isometric, although actually we’re not adhering correctly to the strict viewpoint that would make the game isometric.) Getting the lighting and shadows looking good in this style is somewhat challenging, since there’s no real 3D geometry for the game engine to work with. I’m having a lot of fun programming this game in Unity (it’s my first Unity game) and figured a blog post about shadows and lights was in order!

At the core of my shadowing system are the FakeShadowCaster and LightAnimator components.

LightAnimator

A LightAnimator component is attached to any objects that have lights – camp fires, torches, explosions, etc. These search for nearby objects which have FakeShadowCaster components, and register with them. They also notify the FakeShadowCaster objects whenever changes happen (e.g. the light moving, flickering, brightening, dimming, turning off).

FakeShadowCaster

A FakeShadowCaster component is attached to any objects that we need to cast shadows – basically, anything that should appear to have some 3D ‘height’ – characters, monsters, rocks, trees. This component maintains a list of nearby light sources, and creates a fake shadow sprite to associate with each of them. Whenever a light notifies a change, or if the FakeShadowCaster itself moves, its list of shadows are re-calculated. Each shadow is rotated to face away from the associated light source, and its opacity is set based on distance from the light (plus other variables). I also wrote a ‘shadow skew’ shader which spreads apart the vertices of the shadow sprite which are further away fromTree Shadow the light source – with a stronger effect the closer it is to the light; this adds quite well to the overall feeling of 3D. Another nice touch is that we can use whatever sprites we like for the shadows – so trees, for example, can have their shape baked into their file.

‘3D’ Object Shader

The standard Unity sprite shaders look great for terrain, and sprites which don’t have much ‘height’ – however, since the amount that each of their pixels is lit is simply based on the distance they are from light sources, this starts to look strange for objects that are supposed to be tall. The problem is that the top pixels and bottom pixels of the object will be at quite a different distance from the light – but to look like a proper object with height, the vertical position of all pixels should be considered the same, for lighting purposes. So here we have a shader that attentuates light to all pixels based on the position of the vertically lowest ones. This shader also reduces the brightness of any object which is in front of lights (since in this case the majority of the light should be cast on the non-visible ‘back’ of the objects).

If you’d like to follow the progress of Godkin’s development, here’s our blog. Or why not join us for a chat in Discord?

May 12, 2015
Goblins & Grottos, Techie
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Introducing Goblins & Grottos

May 12, 2015
Goblins & Grottos, Techie
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Goblins & Grottos is a new collaboration between Psychic Software (from Ireland) and Goblin Portal (from Sweden). We’re calling Goblins & Grottos an “inverted RPG”. You play as the goblin, trying to escape a series of dungeon levels while a team of callous adventurers lays waste to everything around them. The idea is to turn normal RPGs on their heads, and see everything from the eyes of the poor helpless cannonfodder for once.

Goblin Portal have created a clean pixel style for the game, and I’m the programmer (of course). It’s working out well under control of a 2D physics engine: we have spent a lot of time getting the core animations and interactions with the environment as good as possible; the goblin runs, jumps and climbs walls, swings from chains as he attempts to escape the numbskull adventurers .. who in turn have no respect for the goblin, seeing him only as a quick kill for 10xp which brings them along the road to their next level and unlocking their next skill.

I’m using the same core set of technologies as I have for several recent projects: it’s written using HTML5/Javascript packaged into a desktop executable using nodewebkit and with pixijs for pretty efficient WebGL rendering. Nodewebkit gives access to things such as local file reading/writing, which isn’t normally possible from a browser. I’m using the matterjs javascript physics engine to move stuff around, but other than that there’s no actual game engine to be seen. I have found this suits me well for the 2D games I have been making lately – I can construct my own architecture rather than having to learn someone else’s; and the lightweight nature of Javascript suits me.

The near-term plan for Goblins & Grottos is to make a playable one-level demo, and to engage with players while expanding this into a complete multi-level adventure, starting with the goblin’s parents being hacked down by a merciless bunch of greedy adventurers, and ending with an unexpected and heart-wrenching moral dilemma. Or something.

We’re also planning on releasing the map editor as a core part of the game, and on making an on-line repository for player-made levels. There’s plenty of creative freedom in the map editor I have been creating, including customising the skills and chat text of the adventurers.

You can sign up as a tester over at goblinsandgrottos.com, or follow us on Facebook. A playable demo should be available within the next few weeks.

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PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic