Business FAQs

Answers for developers, publishers and site owners on monetizing and distributing web games.

337 posts

Business FAQs

How to implement a fixed timestep game loop with delta time?

Track elapsed time each frame with requestAnimationFrame, add it to an accumulator, and run your update function in a while loop at a fixed dt (e.g. 1/60s) until the accumulator drops below dt. Render once per frame using the remaining fraction to interpolate positions, so physics stays deterministic regardless of frame rate.

Business FAQs

How to build a lightweight WebSocket game server in Node.js?

Use the ws library (a popular WebSocket client and server implementation for Node.js) rather than raw sockets. Run an authoritative game loop on the server, broadcast state diffs over open connections, and handle disconnects and malformed messages explicitly - the client should never be trusted for game logic.

Business FAQs

What networking protocols are supported in Godot 4 web exports?

Godot 4 web exports are limited to what browsers allow: HTTP/HTTPS requests and WebSocket connections work normally. Raw TCP and UDP sockets do not work in the browser, so Godot's low-level networking classes that depend on them are unavailable; multiplayer must go through WebSocket or WebRTC's data channel instead.

Business FAQs

How to handle corrupted save files, migration, and versioning in web games?

Validate and version every save on write and read, keep a migration function per version step, and reset to a fresh save when a file fails validation. For web exports, engines call browser storage differently, such as Unity WebGL using a .jslib plugin or Godot 4 using the JavaScriptBridge singleton, keeping save logic separate from tools like Playgama Ad or Playgama Bridge.

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