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
Show HN: I built a multiplayer voxel browser game engine
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Re: Show HN: I built a multiplayer voxel browser game engine
#22> 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.
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
#23Ahh I want to share my browser 3d (tiny) mmo project!
It doesn’t work on mobile:
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
#24This 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…
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
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#28Re: Show HN: I built a multiplayer voxel browser game engine
#29This 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.
(Conrad from the coworking group)
Re: Show HN: I built a multiplayer voxel browser game engine
#30Super 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