MMOWAM: Build Server-less Games with a DSN
summary
Builds a browser-only MMOWAM (Massively Multiplayer Online Whack‑A‑Mole) using a PubNub DSN as the network, a shared dashboard plus phone clients, and no server-side code. Games spin up with random color-flavor-animal channel names (easy to type or QR scan), players get a persistent sessionStorage UID, and the dashboard publishes a pseudo-random seed broadcast so every client generates the identical mole sequence. Demo runs with live joins, presence/state syncing, minor UI bugs, and practical limits around ~10,000 players per channel.
AI-written summary · about
chapters (20)
- 0:00Intro
- 0:22Concept
- 1:38Speaker Notes
- 4:55Building the Game
- 6:17Advantages and Disadvantages
- 7:21Channel Names
- 8:48Joining a Channel
- 9:29URL
- 9:45QR Code
- 10:13Dashboard
- 10:45Casual
- 12:16Player State
- 13:07Presence
- 14:17Game Sync
- 15:01Random Seed
- 19:39Display
- 20:28Music
- 20:41Future Work
- 21:19Tetris
- 21:49JOSH
related talks
47mReliving the History of Multiplayer Games
33mMake a Massively Multiplayer Ruby Game with Dragon Ruby
30mGaming at Scale: What we learned from building our own multiplayer environment
38mMUD 101 how to build your first AW
08mLightning Talk: Wasmcloud + Bevy ECS: Solution to Woe of Indie Game Develope...
31mBuild a 3D world with MUD and Unity
40mMultiplayer Gaming Architecture and Design
45mOnline Games, But How Come They Don't Lag?
