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Show HN: I built a multiplayer voxel browser game engine

kevzettler.com

21–30 of 65 posts

Re: Show HN: I built a multiplayer voxel browser game engine

#21
post #7

Cool project, when you add multiplayer to a simple game without any game engine and want to actually do it right (CSP, interpolation, lag compensation) it gets technical really fast I spent months trying to make a CS like in Three.js, then I was wondering myself if it was actually worth it I could just have used a random game engine that can export to WebGL with wasm even if the first loading was bigger, people would…

Could check this out https://github.com/hexops/mach-gpu

That's WASM based which puts it at a disadvantage to a javascript based renderer.

Re: Show HN: I built a multiplayer voxel browser game engine

#22
post #16

> The game dev UI complaint is because game engines use geriatric 2-way mutable state management UI code that is error-prone and brittle. Web developers have solved these UI complaints and built tools like React that make creating UIs easy Borderline satire.

Probably React is easy for someone who already knows it. Is it "simple"? No, not by many measures. Just like game dev UI is easy for someone who is used to it. Is it "simple" though? Nope, also not simple.

UI, simple as it seems to some and complex to others, seems to still be a problem that there is no simple solutions to, they all carry a lot of accidental complexity, web UIs or not.

Re: Show HN: I built a multiplayer voxel browser game engine

#23
Super cool! I love all multiplayer browser game efforts.

Ahh I want to share my browser 3d (tiny) mmo project!

It doesn’t work on mobile:

http://rotb.io

I totally agree with the issue with browser build sizes. It is not nice with bigger engines! I was even hesitant to use React because I wanted to keep things minimal but it is too nice. Lol

Re: Show HN: I built a multiplayer voxel browser game engine

#24

This is amazing! I read everything. I completely agree about the state of the 'big three' engines. > My focus is still on browser multiplayer experiences. Here's mine: earth.suncapped.com ( https://github.com/Suncapped/babs ) It's been ongoing for 12 years, with several burnouts and rewrites, hah. If you want, I would love to talk offline (email in profile) about player-freedom, MMO projects, and browser games. I fee…

Thanks for reading and sharing your work!

I host an indie gamedev coworking group in the bay area and on discord that you might find interesting. Will DM you.

> How did this one go? I ended up literally doing a `ln` for shared frontend/backend files.

Very easy with module imports. Same scene graph and entity component system shared between client and server.

Re: Show HN: I built a multiplayer voxel browser game engine

#25
I also tried to make a browser game with WebRTC. This is a bit annoying to do IMO, but I am surprised that no really famous game leverages it (to my knowledge ? I mean I know that some games like openarena.live exists, but it's niche), even though it's essentially UDP in the browser, so it offers a lot more networking options than the games we see currently.

Re: Show HN: I built a multiplayer voxel browser game engine

#26
Wow, as someone who's been maintaining a JS voxel engine ("noa") for some years now it's surprising to find a bunch of influences here I hadn't seen before. I also got started from the algorithms on Mikola Lysenko's blog, but I'd never come across VoxLords at all. Great stuff OP!

Re: Show HN: I built a multiplayer voxel browser game engine

#27
Of my browser games, I've only ever finished 2D stuff. I've tried 3D a handful of times, different engines (or rolling my own) and backends. The javascript ecosystem and entropy as you said is a big stumbling block. It just moves too fast for the levels of dependencies needed when you make progress at the speed of a hobbyist.

Re: Show HN: I built a multiplayer voxel browser game engine

#28

Earlier quoted context omitted.

Could check this out https://github.com/hexops/mach-gpu

That's WASM based which puts it at a disadvantage to a javascript based renderer.

Really? My understanding was that WASM support was good these days. And performance is a key issue with games

Re: Show HN: I built a multiplayer voxel browser game engine

#29
post #24

This is amazing! I read everything. I completely agree about the state of the 'big three' engines. > My focus is still on browser multiplayer experiences. Here's mine: earth.suncapped.com ( https://github.com/Suncapped/babs ) It's been ongoing for 12 years, with several burnouts and rewrites, hah. If you want, I would love to talk offline (email in profile) about player-freedom, MMO projects, and browser games. I fee…

Thanks for reading and sharing your work! I host an indie gamedev coworking group in the bay area and on discord that you might find interesting. Will DM you. > How did this one go? I ended up literally doing a `ln` for shared frontend/backend files. Very easy with module imports. Same scene graph and entity component system shared between client and server.

Greetings Vekz! Great to read your article!

(Conrad from the coworking group)

Re: Show HN: I built a multiplayer voxel browser game engine

#30

Super cool! I love all multiplayer browser game efforts. Ahh I want to share my browser 3d (tiny) mmo project! It doesn’t work on mobile: http://rotb.io I totally agree with the issue with browser build sizes. It is not nice with bigger engines! I was even hesitant to use React because I wanted to keep things minimal but it is too nice. Lol

This is cool! Thanks for sharing! I love how there's already gameplay.
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