Show HN: DotBigBang – Multiplayer game engine with 120fps and 2 second load time (dotbigbang.com)
With all the turmoil in the game engine world recently, I thought I'd quickly post to show progress on our game platform dotbigbang.com.
It's a fully integrated game platform where the multiplayer game editor and games all run on the web. You can make multiplayer games and share them with just a link with no setup at all.
Breakdown of major features here: https://twitter.com/bobbydigitales/status/152647067103481856...
We have comprehensive docs at http://docs.dotbigbang.com and a cosy Discord server at https://dotbigbang.com/discord
All updates are on our blog here: https://blog.dotbigbang.com/
123 comments
[ 2.9 ms ] story [ 135 ms ] threadWeb assembly? Pricing?
Typo: Web assembly
The pricing model is not yet announced, but it'll be a rev share between the creator of the game and us. More info here: https://developers.dotbigbang.com/
We did look at Rust, but Rust suffers from a little bit of the "shiny new thing" syndrome. We have simple needs and wanted something fast and boring :)
The server-side design is also as boring as possible, just standard web stack for serving, and websockets for multiplayer. We use EC2 for everything yep!
Overall it took a long time as it's a complete platform, engine, tools and editors, multiplayer system and website! I do free game dev mentoring though and I can be reached at https://mastodon.gamedev.place/@bobbydigitales
Games on dot big bang come in a variety of shapes and sizes though. You can make something in a couple of hours or take your time. For some smaller examples:
This fun puzzle game was made by one of our community for our summer game jam: https://dotbigbang.com/game/0c4038a5fe064711ba339b1e1c2bbd74...
We also run a weekly scripting challenge in our Discord for tiny experiments on a theme, here’s a pachinko potion mixing game that got made for one: https://dotbigbang.com/game/69153d59db5b45f3aa4485e8af2dafa1...
Hope we cross paths at a conference at some point!
2) All the tools you need are built in and supported on all platforms (even XBOX!), no separate downloads. Windows, Mac, Linux (including Raspberry Pi), XBOX Series S/X. Android, iOS have a simplified editor.
3) We'll give the majority of revenue to the creator where Roblox take about 86% themselves.
And nice work on the load time. Every time a non-photorealistic game takes more than a few seconds to load on my desktop, I get unreasonably annoyed.
Note: I don’t think I’d ever want to really play a first person 3D game on my phone, but it’s fun to see that it would be possible.
Yes FPS can be a bit hard on mobile devices, but a lot of younger players only play e.g. Minecraft on phones!
If you want a 3rd person experience, this is a nice one for an ambient experience: https://dotbigbang.com/game/cab2b545338144d68fb8934801a1cd97...
And this is a good 3rd person game: https://dotbigbang.com/game/567aa34f2ee14adbb2cb1ea87cc65eff...
Small print on the error page says:
http://web.archive.org/web/20230530134020/http://docs.dotbig...
You have to assume clients are hacked whenever you're writing competitive games anyway, so there's not much difference there.
I guess you can prevent most overt hacks through server-side validation. But still, that doesn't stop more sophisticated users from creating and using subtler hacks (such as aimbots).
If you’re interested as a developer and want to know how we plan to support you we have this landing page: https://developers.dotbigbang.com/
I like the architecture - most game engines working in the browser don't use anything resembling ECS, which makes it impossible for me to produce anything but very simple demos.
And could you let me know which browser you're using?
That link is about 6 seconds for me. Its still quick, but a good chunk off 2 seconds
We also can't load in 2 seconds on any device we can run on. There are obviously some devices that ship Chrome on Android that can load the game, but are incredibly slow. So yes, not always 2 seconds!
Finally, we still have a huge amount of known performance we can gain in our loading, so I do hope I can come back in the future and show that 2 second loading on a lot more devices!
> We also can't load in 2 seconds on any device we can run on.
Of course, but a 2 year old flagship device I would expect to be closer to your advertised number!
For what it's worth, the 6 second load you shared is about as long as it takes Facebook, linkedin or Airbnb to load. Your numbers are impressive enough that I don't think you need to fluff them. My work UE5 project only gets to a splash screen in 6 seconds on my workstation.
I'll check out the SoC for your phone and see if we have specific problems there, and what we need to optimize, thanks!
There's also a lot more room for loading optimization, I think we can maybe go 2-5x faster than what we have currently!
That said we can only back up our good intentions with actions. Right now the strongest thing I can point to is our terms of service which explicitly make sure you retain ownership of anything you build on dot big bang.
We’re at an early stage with monetization and will have more concrete guarantees published in the near future. The aim there is to be fair and explicit. Particularly in comparison to other platforms.
In terms of vendor lock in we do intend to make it easy to bring your assets off the platform. This is currently quite easy with scripts but we will be allowing people to export models as well in the near term. We’ve also talked about providing the means to export games wholesale so you could build a game on dot big bang and sell it on Steam etc. How that would all work is very much a work in progress. More good intentions I know but we are a small team with a broad scope building as fast as we can! We’re all long tenured game developers and recognise these concerns as they have often been our own!
If you have specific projects, ideas and what not you’d like to chat about we’d love to hear from you directly.
It's nice because all the game entities end up being separate entities in the destination tools, so you can rearrange and move things around vs it just being a monolithic blob.
I would like to consider open sourcing the engine at some point in the future, at least for single-player games, but my view is that with a small team, we have to make the engine excellent and the platform successful before we do that.