Web Game Engines and Libraries
21–30 of 37 posts
Re: Web Game Engines and Libraries
#22I have a feeling other libraries on the list are similar
Re: Web Game Engines and Libraries
#23Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
Re: Web Game Engines and Libraries
#24three.js is not a game engine. it’s a 3d rendering library. It has no feature of a game engine. No collisions, no physics, no input systems, no facilities for game objects or ai or state machines etc… I have a feeling other libraries on the list are similar
Re: Web Game Engines and Libraries
#25Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/ Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
JS ECS libraries are listed here: https://www.webgamedev.com/code-architecture/ecs
Re: Web Game Engines and Libraries
#26Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/ Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
These are only JS engines. There is a dedicated page for Rust with Bevy: https://www.webgamedev.com/engines-libraries/rust-game-dev JS ECS libraries are listed here: https://www.webgamedev.com/code-architecture/ecs
Re: Web Game Engines and Libraries
#27Re: Web Game Engines and Libraries
#28Earlier quoted context omitted.
There are plenty of babylon.js & physics package demos around. The WebGL support can be an issue on some machines, but when it does work... things like procedural fog/pseudo-procedural-water/dynamic-texture-updates look fairly good even on low-end gpus. Also, the free Blender addon can quickly export basic animated mesh formats that will save a lot of fiddling with assets later, and the base library supports asset lo…
Thank you! If you haven't played Noita it's basically a "falling sand" or powder physics game where every pixel is simulated. You need a special cellular automata that is not your typical game physics engine, so I don't think Babylon.js would be a good choice but I may be wrong. I've modeled my architecture after this fantastic GDC talk by the Noita devs: https://www.youtube.com/watch?v=prXuyMCgbTc ("Exploring the Te…
https://www.youtube.com/watch?v=rSKMYc1CQHE
It should port over if you are not hitting super fine granularity, and the collision model for the sprites is simplified.
Some of the Babylon.js fluid examples still need a bug report:
https://doc.babylonjs.com/features/featuresDeepDive/particle...
Have a wonderful day =)
Re: Web Game Engines and Libraries
#29Re: Web Game Engines and Libraries
#30One of the sites has a fantastic landing page: https://needle.tools/ (you scroll through 3D scenes)
the marketing is indeed super slick, in terms of added value for the framework, as needle is built on top of threejs, I'm not sure I'll bite