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A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

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Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#31
post #30

Earlier quoted context omitted.

are there any public servers that we could connect to?

(BLK author here) Whoops - the public server I had running must have died. I'll get it running again tonight. If anyone wants their server listed just let me know! I have some directions on the site for how to get it in the listing on the page.

I filled in the form twice, just for info... ?

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#32
post #4

Earlier quoted context omitted.

Agreed. Someone please make an AOE2 clone for the browser. It's the perfect environment for multiplayer RTS.

I think the big barrier for building a multiplayer RTS in the browser would be the lack of UDP sockets. You could certainly do something with websockets but it may involve making substantial compromises. With TVs you have the added issue that people probably don't want to replace their whole TV every couple of years just to upgrade the graphics or whatever.

AOE2 uses a "tick-based" system for synchronising input/commands, so it is possible to use websockets for multiplayer RTS simply by increasing the length of each tick. I believe AOE2 and SC2 used ticks of 200 ms or 250 ms; more modern RTS games use tick length of 100 ms.

Generally, in each tick player (or AI) input is received and then transmitted to the server or all other players. In the next tick, that input is then processed by each player's individual simulation of the game world.

A tick-based system does a decent job of handling latency by distracting the player the delay between input and processing through audio confirmation of the order or through a response/transition animation. It would not work for games requiring low-latency, i.e., FPS shooters.

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#33
post #31
post #30

Earlier quoted context omitted.

(BLK author here) Whoops - the public server I had running must have died. I'll get it running again tonight. If anyone wants their server listed just let me know! I have some directions on the site for how to get it in the listing on the page.

I filled in the form twice, just for info... ?

now I need to go set it up - on it now!

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#34
post #4

Earlier quoted context omitted.

Agreed. Someone please make an AOE2 clone for the browser. It's the perfect environment for multiplayer RTS.

I think the big barrier for building a multiplayer RTS in the browser would be the lack of UDP sockets. You could certainly do something with websockets but it may involve making substantial compromises. With TVs you have the added issue that people probably don't want to replace their whole TV every couple of years just to upgrade the graphics or whatever.

I've built a few prototype multiplayer games that use web sockets (Socket.io actually) and the performance has been encouraging. One game I posted on HN had over 30 concurrent users without noticeable lag. It was also terribly inefficient. Each client had 5 msgs/sec outgoing and 150 msgs/sec incoming. The incoming messages could definitely have been optimized.

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#35

Earlier quoted context omitted.

I think the big barrier for building a multiplayer RTS in the browser would be the lack of UDP sockets. You could certainly do something with websockets but it may involve making substantial compromises. With TVs you have the added issue that people probably don't want to replace their whole TV every couple of years just to upgrade the graphics or whatever.

Hopefully WebRTC data channels will enable UDP-like comms from the browser.

My understanding is that WebRTC includes udp-like connections between browsers directly. P2P, rather than client-server.

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#37
post #5

A friend of mine made something similar, plus multiplayer support (and minus gravity): http://benvanik.github.com/blk-game/

To my knowledge Firefox has had support for IndexedDB for a long time without a vendor-prefix. Why does the page claim that it doesn't? Is there a bug in the implementation? A missing feature?

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#38
post #37
post #5

A friend of mine made something similar, plus multiplayer support (and minus gravity): http://benvanik.github.com/blk-game/

To my knowledge Firefox has had support for IndexedDB for a long time without a vendor-prefix. Why does the page claim that it doesn't? Is there a bug in the implementation? A missing feature?

I just looked into the code and found this: https://github.com/benvanik/blk-game/blob/cacacb4952554e77f3... I don't know if it's still accurate; feel free to file a github issue or pull request if not.

Re: A Minecraft-like Block Based Game Engine Using Three.js, WebGL and Node

#40
post #37
post #5

A friend of mine made something similar, plus multiplayer support (and minus gravity): http://benvanik.github.com/blk-game/

To my knowledge Firefox has had support for IndexedDB for a long time without a vendor-prefix. Why does the page claim that it doesn't? Is there a bug in the implementation? A missing feature?

Firefox doesn't support IndexedDB in web workers yet, unfortunately. See: https://bugzilla.mozilla.org/show_bug.cgi?id=701634
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