Files
smack-a-brother/README.md
T
shweet e9d8cac926 Weapons built from traits, fashion, Hourglass, About tab, and Ithaca
- Every attack is now assembled from traits on its definition instead
  of per-weapon code: an anchor and path (thrusts, out-and-back, arcs),
  shared flight physics (gravity, drag, acceleration, homing, and one
  wall response: end, burst, stick, crawl, bounce, stop, pass, return,
  latch), and flags like bouncy, drifting, tethered, orbiting, instant
  and arming. Melee are projectiles too.
- Shots have a lifetime and a fade (when damage bottoms out). Range is
  speed times lifetime. Ricochets and the Vacuum wind lifetime back.
- The Vacuum pulls anyone's shots, and its airblast flips them out
  along the aim, claiming enemies' (fading into your colour).
- New trinket: Hourglass, longer projectile lifetime and range. Ropes
  and chains lengthen with it and the Accelerator.
- Fashion: 23 items worn on the head, face or torso, chosen in Profile.
- Flamethrower flames hit continuously, the whip coils and sweeps,
  bouncing shots roll over ramps, and Ricochet relights grenade fuses.
- Profile tab, colour tooltips, option hints on every setting, an
  About tab with credits and links, and the Ithaca font.
- Loadouts lock once readied, tomatoes clear with the match, and the
  round-over pause is 4 seconds.
- CC0 license. Tools and CLAUDE.md are no longer tracked, and the web
  shell moves to web/.
2026-11-10 15:27:12 -05:00

3.7 KiB

Smack a Brother

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Online platform fighter. Lobbies of up to 16 players, games of up to 8. Play it in the browser here.

Clarification

This application was developed with the assistance of a large language model.

Build

After cloning and entering the repository's directory, make sure to initialize the submodules:

git submodule update --init --recursive

Everything (SDL, libdatachannel, simdjson) is built statically from the submodules. The game's resources are in resources/ and get linked next to the executable.

Linux

Needs OpenSSL, plus the X11/Wayland and audio headers SDL builds against.

mkdir build
cd build
cmake ..
make

Web

Needs the Emscripten SDK.

emcmake cmake -B build-web -DCMAKE_BUILD_TYPE=Release
cmake --build build-web

This makes smack-a-brother.html, .js, .wasm and .data. Rename the .html to index.html and serve all four.

Server

The server builds on its own, without SDL. It needs OpenSSL (libssl-dev on Debian).

cmake -S server -B build-server -DCMAKE_BUILD_TYPE=Release
cmake --build build-server

Run it with:

smack-a-brother-server [port] [first UDP port] [last UDP port]

Defaults are 47800, 47810 and 47899. It only listens on 127.0.0.1, so put it behind a reverse proxy that handles TLS. For nginx:

location /smack-a-brother/ws {
    proxy_pass http://127.0.0.1:47800;
    proxy_http_version 1.1;
    proxy_set_header Upgrade $http_upgrade;
    proxy_set_header Connection "upgrade";
    proxy_set_header Host $host;
    proxy_read_timeout 120s;
}

Open the UDP range in the firewall (e.g. ufw allow 47810:47899/udp).

Netcode

  • The server runs every lobby: a sandbox everyone in the lobby shares, plus the games queued in it. Each is its own simulation. All of them run on one thread, at 60 ticks a second.
  • Clients send their inputs ahead of time. Each tick the server takes what has arrived (repeating a player's last inputs if they're late), steps the simulation, and sends everyone the inputs it used. Every 60 ticks it also sends a checksum.
  • Clients run the same simulation about 3 ticks ahead of the server, guessing other players' inputs. When the server's inputs differ from the guess, the client rolls back and replays.
  • The simulation is deterministic on every platform (strict floating point, own maths functions), so desktop and web play together.
  • Clients connect over a WebSocket first (lobbies, chat, WebRTC signaling). Then they open a WebRTC connection to the server with two data channels: a reliable one, and an unreliable one for inputs and frames. If WebRTC can't connect, everything stays on the WebSocket.
  • STUN: stun.l.google.com:19302.
  • The server address is set in Settings. Default: wss://shweetz.net/smack-a-brother/ws.

Joining a lobby directly

  • Desktop: smack-a-brother --join CODE
  • Web: https://shweetz.net/smack-a-brother/?lobby=CODE

Environment variables

  • SAB_SERVER_URL: use a different server, e.g. ws://127.0.0.1:47800
  • SAB_NET_LAG: add this many milliseconds of lag
  • SAB_NET_LOSS: drop this percent of input packets
  • SAB_NET_STATS: log how the client is keeping up with the server

License

The game's code and art are released into the public domain under CC0 1.0. Not covered by that: the Ithaca font (SIL Open Font License, see resources/font/LICENSE.txt), the sound effects cut from the Sound Ideas libraries (see resources/sfx/SOURCES.md), and the libraries in external/, each under its own license.