MelonJS – a fresh and lightweight JavaScript game engine
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Re: MelonJS – a fresh and lightweight JavaScript game engine
#2To me, it has previously felt clunky to use older (and more mature, sure!) toolkits when building a one-day game just for fun.
Re: MelonJS – a fresh and lightweight JavaScript game engine
#3The line-of-sight demo appears to be buggy on Firefox, however: A box behind a closer box that blocks the view is marked as red.
There's no mention of networking so i guess multiplayer is not inside its current scope?
Re: MelonJS – a fresh and lightweight JavaScript game engine
#4This is cool too, though.
Re: MelonJS – a fresh and lightweight JavaScript game engine
#5What is the state of Cordova these days for a typical reactive webapp ?
Re: MelonJS – a fresh and lightweight JavaScript game engine
#6More here https://www.melongaming.com/en/Games
Re: MelonJS – a fresh and lightweight JavaScript game engine
#7I've tried building a few real-time games with different implementations of these HTML5/JS game engines, but I always hit a wall when trying to add multiplayer capabilities.
The main issues I've found is there's never a way to get a "universal" X/Y/Z position for an object that can be accurately stored in a server that syncs with the position for players. It always tends to be ever so slightly off in a way that desyncs over time, making a stutter when the server has to force a resync. This is then compounded with collision detection physics, which these engines never do in a "standard"/specified way, requiring me to reimplement their physics server side, which inevitably causes occasional game breaks from the inconsistencies - going through walls, or total desync.
Anybody have any suggestions/solutions/recommendations?
Re: MelonJS – a fresh and lightweight JavaScript game engine
#8Nice! Is this yours? I've tried building a few real-time games with different implementations of these HTML5/JS game engines, but I always hit a wall when trying to add multiplayer capabilities. The main issues I've found is there's never a way to get a "universal" X/Y/Z position for an object that can be accurately stored in a server that syncs with the position for players. It always tends to be ever so slightly of…
Re: MelonJS – a fresh and lightweight JavaScript game engine
#9Nice! Is this yours? I've tried building a few real-time games with different implementations of these HTML5/JS game engines, but I always hit a wall when trying to add multiplayer capabilities. The main issues I've found is there's never a way to get a "universal" X/Y/Z position for an object that can be accurately stored in a server that syncs with the position for players. It always tends to be ever so slightly of…
There’s a number of approaches. One approach is that you need to make your local simulation deterministic so that every client can do their own work and simply agree that they’re on the same page. You then send events, not state, in turns.
Saving state in a hashable structure can make it easy to check if all clients agree.
Decoupling the local sim from the multiplayer events can make the game feel smooth, even if at times there’s rubber banding.
This is such a good read: https://www.gamedeveloper.com/programming/1500-archers-on-a-...
Re: MelonJS – a fresh and lightweight JavaScript game engine
#10An example of what can be done with it - https://melongaming.com/games/melonjump/ (hold the left mouse button down and move your mouse to play). More here https://www.melongaming.com/en/Games