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About ClusterAtlas

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  1. @cloud4gamedevs: got some great feedback at Totally doing this, cheers!
  2. @index: added stage.js, cocos2d-x, playcanvas engine, atomic game engine, goo.js, crafty.js, whitestorm.js, planck.js; added description to all linked engines / frameworks.
  3. Linked this thread and the site @ Awesome collection man
  4. @index: Added three.js, ammo.js, cannon.js, p2.js, physics.js, stats.js, keypress.js, hammer.js, moment.js, moment-timezone.js
  5. - Basics, libraries, assets, etc. - Everything cloud-related, simplified for game devs. - Diagram drafts: Yup there's a lot of housekeeping & finishing to be done, hell at least the table of contents for the 2nd one already got drafted. I'm dedicating my whole next week to finish 'em. Cheers and thanks!
  6. I actually agree XD pardon my vagueness What I actually meant was to piece them working things (ie eventemitter3 & socket io) together into a client-side & server-side classes that both have their own common predefined events so they can work well with each othaa EDIT: I just re-read the main post, not sure if OP's creating a multiplayer one - hence he can just use eventemitter3 alone already OP, w/ eventemitter3 it's already enough to emit & handle events wherever and however the hell you want
  7. Welcome to the forums brotha! Check the link below in my signature, I regularly update it!
  9. Create your own! Craft your own object / class that does the both: - Emits the event locally (ie: when user picks up item, eventemitter3 can raise an event!) - Emits the event remotely (ie: when user picks up item, an eventhandler attached to the above eventemitter3 event SENDS / informs the server that ya picked dat item)
  10. One of the cutest games ever XD LOL
  11. "I wrote 95% of it while high" HAHAHAHA
  12. This reminds me of travian / tribalwars, maybe your preferred type of genre is a server that (like as you said) doesn't have to be much fast-paced. If so, you can look for those games: travian/tribalwars/spartan wars/whatever.. Most of their actions are HTTP-based Great advantage of websockets though is you can immediately know when a player disconnects from the game.
  13. Will release #1 soon (asset/game files uploader to cdn):
  14. Thanks for the feedback! Regarding the gulp task, noted!
  15. I'm pondering about creating a couple of services and I'm looking for feedback Automatic CDN uploading / hosting of files. An NPM plugin that hosts your project's static files (image, audio, css, js, etc) to Akamai's CDN (Cloud Delivery Network) It may also be used as a gulp task to watch a folder and upload new static assets to the CDN Point being is that, when the assets are hosted on the CDN, it creates more available bandwidth for the server - which might be useful for html5 multiplayer games. Multi-region server deployment w/ traffic manager. Deploys your game server code in multiple regions, Point being is that when the user visits, the traffic manager (which works on the dns level) redirects the user to the nearest region (to Europe server if you're in UK, and not US server), which allows them then to connect to the game at the lowest possible latency. Database & Cache Service Still experimenting at it as of now, but point a short summary is that a database that will is hosted on a US server will allow read-access to the servers in Europe, allowing the deployed servers (in the point #2) to share a common database with other servers in other regions, without sacrificing latency (since the server in europe can read the copy of the database in europe, w/o having to connect to the US region) Will a thing like this be valuable to game developers, especially when it comes to multiplayer games? Looking forward, thank you!