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Esports shooter on the Web in C++. I rely on floating-point determinism

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Esports shooter on the Web in C++. I rely on floating-point determinism is active in the show hn launch space.

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GitHub: https://github.com/TeamHypersomnia/HypersomniaI wrote a multiplayer shooter in C++ without a game engine (~170k LoC). The entire simulation is fully deterministic across Windows, Linux, MacOS and the Web built via Emscripten, recently even aarch64. Compared to e.g. state snapshots, this is arguably the hardest networking strategy that's mainly used by RTS games to synchronize hundreds of units without bloating traffic.The goal is to be the one free and open-source Esports game. Hypersomnia was recently played on a massive LAN tournament:https://store.steampowered.com/news/app/2660970/view/4186736...- The atlas packer I wrote for the game was reused in Assassin's Creed, Skydio and rec

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Website: hypersomnia.io

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