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Author Topic: [ANN][XMY] Myriad | Multi-Algo, Fair, Secure  (Read 851900 times)
jwinterm
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December 26, 2025, 09:23:49 PM
 #8261

Looks neat, but why only .exe for Windows? Would be cool if source was available or maybe you could play online.
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December 27, 2025, 08:49:22 PM
 #8262

Looks neat, but why only .exe for Windows? Would be cool if source was available or maybe you could play online.

Windows uses .exe and I haven't learned to use Linux or Apple OS. Besides, I think you can run on Linux using WINE.

I am actually planning to make everything source open for XMY version. There are three programs: Server, Client, and Crypto Manager. All written in C using CodeBlocks. Plus you need to run the Myriadcoin node.

The game is online only, but I think you meant to ask if you could play offline. You could effectively play offline by running the server on your computer, then use 192.168.0.1 as the IP address. When you start the game, you can see an option for custom IP.
jwinterm
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December 27, 2025, 08:54:07 PM
 #8263

Looks neat, but why only .exe for Windows? Would be cool if source was available or maybe you could play online.

Windows uses .exe and I haven't learned to use Linux or Apple OS. Besides, I think you can run on Linux using WINE.

I am actually planning to make everything source open for XMY version. There are three programs: Server, Client, and Crypto Manager. All written in C using CodeBlocks. Plus you need to run the Myriadcoin node.

The game is online only, but I think you meant to ask if you could play offline. You could effectively play offline by running the server on your computer, then use 192.168.0.1 as the IP address. When you start the game, you can see an option for custom IP.

No I meant more like there would be a centralized server and maybe crypto manager and then users could run the client in a web browser, so the end user player wouldn't need to download anything and it could run on any operating system.
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December 27, 2025, 09:59:17 PM
 #8264

Looks neat, but why only .exe for Windows? Would be cool if source was available or maybe you could play online.

Windows uses .exe and I haven't learned to use Linux or Apple OS. Besides, I think you can run on Linux using WINE.

I am actually planning to make everything source open for XMY version. There are three programs: Server, Client, and Crypto Manager. All written in C using CodeBlocks. Plus you need to run the Myriadcoin node.

The game is online only, but I think you meant to ask if you could play offline. You could effectively play offline by running the server on your computer, then use 192.168.0.1 as the IP address. When you start the game, you can see an option for custom IP.

No I meant more like there would be a centralized server and maybe crypto manager and then users could run the client in a web browser, so the end user player wouldn't need to download anything and it could run on any operating system.

Browsers use TCP, which doesn't work for online games like this due to high ping times. Everything needs to connect via UDP. Everything important happens on the server, you just use the client to interact with the game world.
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December 28, 2025, 08:33:07 PM
 #8265

I mean...you can play roblox and lots of other multiplayer games using a browser client...Godot and Unity and stuff all compile to web nowadays, right?
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December 29, 2025, 06:25:11 PM
 #8266

I mean...you can play roblox and lots of other multiplayer games using a browser client...Godot and Unity and stuff all compile to web nowadays, right?

So I checked out "roblox" and they don't really check anything, which allows a serious problem with hackers. For instance, in "Prison Life", people can do things they aren't suppose to do like walk through walls, levitate, or just kill anyone on the server, even if they can't see them, out of range, wall in way. ect. Roblox games are a joke. And they can't really fix the problem because they have to let the client do a lot of the work due to the long latency of TCP.

Typical UDP latency (round trip) is around 300 msec with no increase in time even with high data loss. With TCP, this immediately jumps up to 900 msec and can reach 1.5 sec with even small data losses. So imagine you are playing a game that uses TCP and shoot someone. What you are shooting at is where that person was about a second ago. Unless, they are just standing still, you should miss. What the designers do though is just allow you to shoot at the target on your screen. If your client says it is a valid hit, then it reports to the server that it had a valid hit. Otherwise, TCP games would be unplayable. Even with UDP, where your attack is compared to the current location on the server, this gives player that live near the server a huge advantage. That is why you see people jump around like idiots so much in PvP games. They are taking advantage of latency.

There is a trick for sending UDP over TCP, but it requires a bunch of connections per person. Basically, you rotate through connections, so no connection ever gets backed up. However, this has it's own problems. I asked Deepseek AI (about 30 IQ points smarter than ChatGPT) about switching from UDP to TCP and basically got this answer. Here is part of it:

UDP (Current): Your router acts as a stateless forwarder. It has a simple NAT rule that says: "Send any incoming packet on port X to the internal IP of my server." It doesn't care about "connections" or "sessions." It just moves packets. This is very lightweight for the router's CPU and memory. 30,000 different clients sending intermittent packets is trivial for this process.

TCP (Proposed): Your router must become a stateful firewall/NAT. For every single TCP connection from an external client to your server, the router must:
Track the connection: Create an entry in its NAT table / connection tracking table (conntrack in Linux). This entry remembers the tuple: (Client IP, Client Port, Your Public IP, Server Port, Server Internal IP, Server Port, TCP State).
Manage the state: Monitor the TCP handshake (SYN -> SYN-ACK -> ACK), track sequence numbers, and properly tear down the connection (FIN packets) or time it out. Perform NAT translation: Rewrite the IP headers for every packet in both directions.

This "state" is the problem. Every one of your 30,000 concurrent TCP clients will consume a slot in your router's connection tracking table and require a small amount of CPU for state management.

Will Your Router Handle 30,000 Concurrent TCP Connections? Almost certainly not with a typical consumer or prosumer router.


Actually, it is worse. Remember, UDP over TCP requires using multiple channels. A packet is sent every 16 msec. If you can trick the TCP channel every 500 msec to reset, then you would need about 30 channels to do this hack. So 30,000 clients would be 900,000 TCP channels at full load. Even gaming routers can't handle this. You would need a high end industrial modem/router. Besides, I am pretty sure my ISP wouldn't know what to do if I replace their modem/router with one.

Even popular games like "World of Warcraft" and "Path of Exile" use UDP for time sensitive data. You can't play them in a browser. And honestly, most people don't care if you cheat in WoW.

This being said, I see that people are getting afraid to play compiled games. Maybe HTML5 is the way to go. It is impossible to fix something like Nythyria, but I can plan my next game to work with HTML5. Maybe a Dogecoin based dungeon game that uses a rogue type system combined with an auto battler using isometric graphics. Latency would be a total non-issue.
myriadhoarder
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January 10, 2026, 03:41:50 AM
 #8267

Actuallly, I just wanted to tell everyone that has a CoinID wallet: It is resynced back to the main chain.  wlc did it.

The CoinID app has been offline for a long time now.  So anyone that still is using that app and needs to get your coins off of it, I would do it!

I cant find the app on the Android store anymore.

Thanks wlc!
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January 10, 2026, 04:00:13 AM
 #8268

Finally, after 3 years in beta, it is out. I am talking about Myriad Maze. Myriad Maze is a massive multiplayer online dungeon crawler that uses Glitter backed 1:1 by Myriadcoin. In other words, whether buying or selling, one Myriadcoin equals one glitter.

Note that you don't need Glitter to play. Glitter is mainly a cosmetic, making it a commodity. However, it can also be used for trading items with other players. You don't need Glitter to play. Myriad Maze is not a pay to win game. Elementals (mobs) do occasionally drop small amount of Glitter, so you can even earn some crypto. I use to make dungeon crawlers in the early days of DOS, long before the internet, and I understand what makes a game fun and addictive. Myriad Maze puts those early lessons to good use in what may very well be the world's largest multidimensional multiplayer dungeon crawler.

So we just download the setup from your website, install, and play?  Ive been wanting to try this for a while!
AuxNode
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January 10, 2026, 09:31:05 PM
 #8269

Finally, after 3 years in beta, it is out. I am talking about Myriad Maze. Myriad Maze is a massive multiplayer online dungeon crawler that uses Glitter backed 1:1 by Myriadcoin. In other words, whether buying or selling, one Myriadcoin equals one glitter.

Note that you don't need Glitter to play. Glitter is mainly a cosmetic, making it a commodity. However, it can also be used for trading items with other players. You don't need Glitter to play. Myriad Maze is not a pay to win game. Elementals (mobs) do occasionally drop small amount of Glitter, so you can even earn some crypto. I use to make dungeon crawlers in the early days of DOS, long before the internet, and I understand what makes a game fun and addictive. Myriad Maze puts those early lessons to good use in what may very well be the world's largest multidimensional multiplayer dungeon crawler.


just hopped into this... its old school and I love it, earned some Glitter easily too!
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