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Found 67 results

  1. Hi everyone! Before anything I wasn't sure if this was the correct place to post this, please moderators move it as you consider if this should go to some other place like Projects and Demos. https://github.com/damian-pastorini/dwdgame Also, please consider that this is my first implementation ever! I've never used neither Node.js, even less Parcel, Colyseus or Phaser, my world before this first incursion in game development was all about PHP and Magento, so that should give you an idea from where I'm coming. This quite awful but working example took me 75hs, including the time I've used for research and for decide which platform use for the server and the client. After all the research, Node + Colyseus and Phaser 3 looked as the better start point since I was familiar with JS and HTML of course but had zero knowledge about Unity (the other option I would like to use), but I've prefered make the learn curve not so slow. So.... This is a really simple base MMORPG game created based on the Colyseus samples: https://github.com/gamestdio/colyseus-examples And on the Phaser 3 implementation from Jacky Rusly: https://github.com/jackyrusly/jrgame As you will see I've considerable modified how the jrgame was interacting with Socket.io in order to make it works as how the Colyseus example was working, I've thought that was the better way to do it (follow up on server ready samples and break apart the client sorry Jacky!) The game basics are login through DB, loader, scene change, players sync, but nothing like chat, items, or attacks was implemented here (so far). Here's the link to the repo: https://github.com/damian-pastorini/dwdgame Please feel free to create any tickets or pull requests for questions, fixes or improvements, I would love to get good feedback! I don't have a public link to show it yet but I'm planning to create a dev server soon (for now you will need to install it and run it to see it), at the end it will look like: https://jrgame.herokuapp.com But you will see the login screen first which in the server side will connect to the DB and all the players sync was done with Colyseus. I saw comments from people looking for Colyseus integrated with a DB engine (in this case I've chosen MySQL), so at least that part should be useful. I really hope this help more than one person, maybe someone like me who would love to get this as starting point. Best, Damian Reply
  2. @endel has just updated his BabylonJS + Colyseus Multiplayer Boilerplate repository to support the latest BabylonJS, Colyseus, Node.js, TypeScript, Webpack and related dependencies. It's a great starting point for anyone interested in developing multiplayer games or multiuser applications with BabylonJS. Here's more information: BabylonJS + Colyseus Multiplayer Boilerplate Colyseus website Colyseus documentation Support Endel via his Patreon campaign
  3. i using nodejs ,mysql ,express i trying put two methods in same route to render the same file but i have this error in my firefox 404 my code aliança route const express = require('express') const router = express.Router() const connection = require('../../Config/database') const controllerAdmin = require('../../controllers/Administration') const controlleruser = require('../../controllers/Alliances') router.get('/Administration/Alliances', (req, res) => controllerAdmin.findcidade3(connection, req, res)); router.get('/Administration/Alliances', (req, res) => controlleruser.findAlianca(connection, req, res)); module.exports = app => app.use('/', router) aliança controller const Allianca = require('../models/Alliances') const findAlianca = async (connection, req, res) => { const allianca = await Allianca.find(connection,req.session.user.username) if (!allianca) { res.status(404).send('Nenhuma cidade encontrada.') return; } console.log("dddd"); req.session.alianca = allianca res.locals.alianca = allianca res.render('Administration/Alliances') } module.exports = { findAlianca } aliança models const find = (connection,username) => { return new Promise((resolve, reject) => { connection.query(`SELECT alianca.nome,alianca.N_membros,alianca.TAG FROM user INNER JOIN alianca ON user.cod_alianca=alianca.id WHERE user.username='${username}'`, (err, result) => { if(err){ reject(err) }else{ console.log(result[0]); resolve(result[0]) } }) }) } module.exports = { find } na app tenho o seguinte require('./routes/Administration/Alliances')(app) aliança.jade tenho assim extends layout block title .col-xs-6.col-xs-offset-3.col-sm-6.col-sm-offset-3 .col-sm-4(style='width:76%') div.panel.panel-primary(style='height:50px') Alliances Page div.panel.panel-primary(style='height:700px') fdssdklfsdklfjskldfjkldsjfl if locals.user.cod_alianca==null p You Dont Have Alliances else br span Your Aliance span= locals.alianca.nome .col-xs-2.panel-red(style='width:24%;height:100%;text-align:center') coneção com base dados tenho o seguinte const mysql = require('mysql') const config = require( "./config.json" ) const connection =mysql.createConnection({ host:config.host, user:config.user, password:config.password, database:config.database, // port:config.port }); connection.connect((err) =>{ if(err){ console.log(err) process.exit(0) }else{ console.log('database on') } }) connection.query(`CREATE TABLE IF NOT EXISTS user (userId INT(11) NOT NULL AUTO_INCREMENT, username VARCHAR(50) DEFAULT NULL, password VARCHAR(60) DEFAULT NULL, PRIMARY KEY (userId))`, (err ,result) =>{ if(err){ console.log(err) } }) module.exports = connection and cmd have this errors GET /Administration/Alliances 500 217.138 ms - 7876 GET /Administration/vendor/bootstrap/css/bootstrap.min.css 404 42.201 ms - 7876 GET /Administration/vendor/fontawesome/css/font-awesome.min.css 404 80.007 ms - 7876 GET /Administration/vendor/themify-icons/themify-icons.min.css 404 112.356 ms - 7876 GET /Administration/vendor/animate.css/animate.min.css 404 142.545 ms - 7876 GET /Administration/vendor/perfect-scrollbar/perfect-scrollbar.min.css 404 176.203 ms - 7876 GET /Administration/vendor/switchery/switchery.min.css 404 208.608 ms - 7876 GET /Administration/stylesheets/plugins.css 404 35.953 ms - 7876 GET /Administration/stylesheets/styles.css 404 64.049 ms - 7876 what i doing wrong
  4. Hi, I have a nodjs application that is currently saved in Windows 2012 R2 server using IISnode with IIS 8.5. I am getting a 404 File or directory not found error, however nothing is being recorded in the error logs. When I run this locally I have no issues and the game runs well. Thinking it could be a permissions issue, I decided to provide temporary read/write access, however that didn't seem to make a difference. I also confirmed that the links are all correct in terms of where files are sitting. Here is my server side code: var PORT = process.env.PORT || 8080; var express = require('express'); var app = express(); var http = require('http'); var path = require('path'); var util = require("util"); var server = require('http').createServer(app); var compression = require('compression'); //Get required classes xyLocation = require("./xyLocation").xyLocation; app.use(compression()); //Compress all routes app.use('/client', express.static(__dirname + '/client')); app.use('/js', express.static(__dirname + '/js')); app.use('/css', express.static(__dirname + '/css')); app.use('/sounds', express.static(__dirname + '/sounds')); app.use('/images', express.static(__dirname + '/images')); // Routing app.get('/', function(request, response) { response.sendFile(path.join(__dirname, 'index.html')); }); server.listen(PORT); console.log('Starting server on port '+ PORT); var io = require('socket.io')(server,{}); io.sockets.on('connection', function(socket) { ... Thanks MLA
  5. Hi Everybody, I'm posting to promote my new multiplayer puzzle game. It's made in html5 , pixijs,vuejs,cordova for mobile integration and nodejs to power backend apis. you can play it online starting from the website: http://unfoldedtorus.com (where you can find detailed rules and FAQs) or on your android device: https://play.google.com/store/apps/details?id=com.torusunfolded Single player mode is made of packs of puzzles (colled tori) and provides realtime ranking for both single packs and overall results Multiplayer mode is made up of tournaments, hundreds daily, where you can play using virtual coins gained in unlocking singleplayer scenarios. here some screenshots collage: here you can see a trailer I hope to have some honest feedback thanks everybody!
  6. Hi, Is it possible to run babylonjs and nodejs on server side(without a window) to draw RenderTargetTexture? I notice there is NullEngine for server side scenario and headless-gl in npm for OpenGL binding. Thanks.
  7. Lightnet

    nodejs project templates

    Hello! I am sharing my project template builds which tends to try out if worth trying out to develop game projects for prototyping things. I made a Nodjes project build script for easy way to setup the project on local pc build develop. The build is babel es5/6 javascript. I used gulp task build for auto scripts. Gulp default task will build the files and start a server. Just need to install nodejs and run command line. If you have Visual Studio Code that is setup by the project. Those projects are build to compile into bundle.js to put everything in to one file for client since loading and creating each scripts is time consuming. Here the simple project test build work folder. https://github.com/Lightnet/project-phaser3-dev Simple Example game. I made another project that is multiplayer network but still a bit buggy and few messy code script that will try to clean up later. It base on lance-gg client and server. I ported the spaaace game github to used Phaser 3.x to render the game. There are links references and credits in the readme.md file. https://github.com/Lightnet/project-phaser3-prototype It just a space ship shooter game. As 2D physics for phaser 3.4.0 server side it doesn't have it. 2D physics is very simple collision using lance-gg package.
  8. dabontv

    FreeThrow.io

    FreeThrow.io is a new multiplayer game where you must try to out hoop your opponent in 60 seconds! Simply swipe to throw the ball into the air. Get 5 in a row to unlock the multiplier bonus. Game uses React.js on the client side and Node.js on the server side. Play for free: https://lagged.com/io/freethrow
  9. game_prince

    multiplayer online card game

    hello i want to make a online multiplayer online card game using phaser. CAn you please help me in this that from where i would start??
  10. TheLoneJedi

    modular PixiJS code with NodeJs

    The project I am working in is a multiplayer node.js game using socket.io to communicate where the renderer will be node.js. In order to correctly import my dependencies to the browser i am using browserify. I am trying to use the Entity-Component architecture to design my game and in doin g so wanted to have a "render component" on each game object. The problem is that I cannot use PIXI code on the server side of node.js This is something what i wanted my architecture to look like. A GameObject with multiple components (ex: PhysicsComponent, RenderComponent) in order to follow the Entity-Component architecture and design this game well. In my eyes the code should be able to run on the server and the client so that way the server can be authoritative in the state of the game. The problem is that PIXI code cannot be run on the server side of node.js because a window object is not defined. So here is the question : How am I intended to write gameObject rendering Code using Pixi.js? Is it supposed to be purely client side, and if so how am I supposed to handle GameObject specific rendering and such? I have been searching for several days and can find no answers. Any help would be greatly appreciated.
  11. Hi there! We’re looking for a talented, self-motivated and experienced Full Stack Developer to build games for Africa. About Us: Big5 Games is a Gamification Platform for Africa. We’re on a mission to get Africans playing more games! We’re working on a range of games to entertain and educate utilising the latest technologies and platforms. www.big5games.com Core Skills: • Full Stack JavaScript Developer • Solid skill set in Node.js, MongoDB, Angular • Good knowledge of JavaScript, ES6, HTML5, CSS • Knowledge of React • Experience with test frameworks • Ability to apply programming and documentation principles • Able to work remotely with other team members • Good communication skills Bonus Skills: • Experience in HTML5 game development • Knowledge of game engines and services such as: GameMaker, PlayFab, Phaser, Facebook Instant Games • Knowledge of cloud systems such as Heroku and CloudFlare • Familiarity with the Lean Startup and Agile Methodologies About You: Timely and committed - you manage your time well. Quality-driven - you create great work you’re proud of! Fast learner - you’ll learn a lot with us, and we move fast! Team player - you share, discuss, ask for advice, and report on your work on yourself. You’ll work independently, we don’t want to be on your back. Passionate about technology - you are interested in new technologies and experiment with your own projects. We Offer You: Exciting, dynamic and ambitious projects to work on. Flexibility to work remotely where you want and when you want. This is a fully remote role. Join our open, collaborative culture (we want to share our knowledge as well as learn from you!) Develop your entrepreneurial side. Additional opportunities as we grow and learn together. Big5 Games is an equal opportunity employer. We’re excited to work with talented and empathetic people no matter their race, colour, gender, sexual orientation, religion, national origin, physical disability, or age.
  12. 247 Entertainment

    Looking for a job

    Hello, programmers, designers, game enthusiasts and work with this entertaining game! We are Vietnamese. We are young people who have enjoyed playing games since childhood. We are passionate about them and now we create them. We love the work we do. We are approaching the technology of making games with html5. And we look forward to cooperating remotely with anyone who needs us. We have been doing game projects for partners putting them on their website. We can do everything from web programming, frontend, backend, web api, payment integration to in-game client. However, we have not done much gaming projects yet. We are young and want to challenge. We will take your project and take it seriously. You will not lose money if we do not work well. We can work both weekends and even in extreme weather. Please contact us if you are interested. Our English is very low. We will improve it. Get your CV via this email: 247entertainmentjobs@gmail.com. We look forward to working with you and sharing your passion for an entertaining gaming world.
  13. dabontv

    Rack'Em

    Rack'Em is an online multiplayer 8 ball pool game created with React.js, Three.js and Node.js Sink all of your balls before your opponent to win the game. Play here: http://lagged.com/io/rackem
  14. Hi guys! For a while now I am building a MMORPG in Node JS and HTML5. So far so good and things run fine on my laptop. But I am facing serious latency issues while running my game from my Virtual Private Server. For example, the ping locally is 0.01ms and the ping to my server is 30ms-40ms. A big difference but that difference is causing my game not to run smoothly at all. I figured I made a mistake with the way I communicate from the client to the server since I see a lot of different techniques. But I am facing the edge right now, I do not know what way to go and how to solve these latency issues. Google brought up some decent results but none that really helped me. I'll add my two most important files down here so you guys can have a look. To give you an idea how I work, this is how I am doing it right now. On the VPS there are 4 Node JS apps running in the background. These are (in my terminology) a database server, a resource server, an authentication server and of course, the game server. I'll explain their functionality down here: - The database server is a secured app that holds all game data. Like players, items, monsters, e.t.c. The server has several routes built in like /getallcharacters (fictive bytheway) which will return a JSON object of all characters in the game. - The authentication server is also secured. It is seperated from the game because it was meant to be the only place where users can send their sign in data to. I based it on OAuth bytheway because it works similar. You send your username and password in a request and you'll get a token in return if your credentials are valid. It is also this token that can be used to return your account id. Which in return is being used by the data server to get specific account information. So with other words, when you request player-specific or even sensitive data from the data server, it will ask for your token instead of some number. This is done for security reasons. - The resource server is just a place where I gather all images, audio and such. Those can be accessed from anywhere. I really really hope anyone can help me with this. Oh and before anyone starts saying I should not just jump right into a MMORPG project. I got 10 years of programming experiences and I know my theories about networking and such. My own diagnoses are that I made some code design mistake. I just do not know what I can do to improve it. Any help would be really really appreciated! -TheBoneJarmer map.js server.js
  15. aharryhughes

    Phaser+Nodejs+MongoDB+Requirejs

    A friend of mine and myself just recently graduated from the Ironyard(a full-stack web development boot camp) and have begun work on our final project, choosing to do a game through Phaser. My friend had already begun work on the game and had it working, but not to the scale we wished to bring it. The end goal was to use Nodejs to navigate through a login, sign up, and game page, saving the user info(as well as the game state) to a mongoose/mongodb. We also wanted to use socket.io to make it multiplayer, working on mobile and desktop. In its state before beginning this endevour, it had six game states(Boot, Preloader, MainMenu, level outside, level house) all as functions with prototypes, rendered by placing them in scripts in the head of the index.html file and then running a script to add all these to the game state manager on the windows load. link here https://github.com/AHarryHughes/Top-Down-Shooter/tree/master When we added the Node.js server, we had to add all the game and Phaser files to the static directory in nodejs, serving them up to the browser, the problem with this is that now we were unable to modularize the code. I attempted to utilize Requirejs but it can't seem to find my src file instead I just get an error reading "404 main.src not found" when my src="main.js" inside the script. That current code is here https://github.com/AHarryHughes/Top-Down-Shooter/tree/modPt3 I have also seen that browsers are starting to support type=module in scripts and am thinking this may be a path for better modularization of our game, but I'm looking for advice on the subject if anybody has experience using it. Another problem I see in the distance is saving the game to the MongoDB server, it is a wave based game utilizing tower defense and gun purchasing, so the only thing to save would be which wave, what tower is placed and where, as well as what guns the player has. I'm having trouble seeing how the phaser game will be able to communicate with the server. Any advice would be greatly appreciated, I'm new to this blog but I've gathered a lot of helpful information thus far from other posts on this subject, but it seems my problem might be a little more specific than any other posts I've read, if I'm wrong in this, a point in the right direction would help just as much, thank you.
  16. It is regularly ask so I suggest that I use as server NodeJS + socket.IO. this therefore create a master server and workers according to the number of heart of the machine. This solution allows to distribute the load. Here is the Serveur.js var cluster = require('cluster'), _portSocket = 8080, _portRedis = 6379, _HostRedis = 'localhost'; if (cluster.isMaster) { var server = require('http').createServer(), socketIO = require('socket.io').listen(server), redis = require('socket.io-redis'); socketIO.adapter(redis({ host: _HostRedis, port: _portRedis })); var numberOfCPUs = require('os').cpus().length; for (var i = 0; i < numberOfCPUs; i++) { cluster.fork(); } cluster.on('fork', function(worker) { console.log('Travailleur %s créer', worker.id); }); cluster.on('online', function(worker) { console.log('Travailleur %s en ligne', worker.id); }); cluster.on('listening', function(worker, addr) { console.log('Travailleur %s écoute sur %s:%d', worker.id, addr.address, addr.port); }); cluster.on('disconnect', function(worker) { console.log('Travailleur %s déconnecter', worker.id); }); cluster.on('exit', function(worker, code, signal) { console.log('Travailleur %s mort (%s)', worker.id, signal || code); if (!worker.suicide) { console.log('Nouveau travailleur %s créer', worker.id); cluster.fork(); } }); } if (cluster.isWorker) { var http = require('http'); http.globalAgent.maxSockets = Infinity; var app = require('express')(), ent = require('ent'), fs = require('fs'), server = http.createServer(app).listen(_portSocket), socketIO = require('socket.io').listen(server), redis = require('socket.io-redis'); socketIO.adapter(redis({ host: _HostRedis, port: _portRedis })); app.get('/', function (req, res) { res.emitfile(__dirname + '/interface.php');}); socketIO.sockets.on('connection', function(socket, pseudo) { socket.setNoDelay(true); socket.on('nouveau_client', function(pseudo) { pseudo = ent.encode(pseudo); socket.pseudo = pseudo; try { socket.broadcast.to(socket.room).emit('nouveau_client', pseudo); } catch(e) { socket.to(socket.room).emit('nouveau_client', pseudo); } console.log('L\'utilisateur : '+socket.pseudo+' s\'est connecter'); }); socket.on('message', function(data) { socket.broadcast.to(socket.room).emit('dispatch', data); }); socket.on('exit', function(data) { socket.close();}); socket.on('room', function(newroom) { socket.room = newroom; socket.join(newroom); console.log('Le membre '+socket.pseudo+' a rejoint le domaine '+socket.room); socket.broadcast.to(socket.room).emit('dispatch', 'L\'utilisateur : '+socket.pseudo+' a rejoint le domaine : '+socket.room); }); }); } And to install Node: and install Redis server: and modules: The server runs. ------------------------ Client: <head> <script type="text/javascript" src="http://localhost:8080/socket.io/socket.io.js"></script> </head> <body> <script> var socket = null; try { socket = io.connect(); console.log("socket: Ok!"); } catch(err) { console.error("Socket is out of service!"); } if(socket != null) { socket.emit('new_client', 'admin'); // use variable php (COOKIES, SESSION...) socket.on('message', function(data) { $('#zone_chat').prepend('' + data.pseudo + ': ' + data.message + '<br />'); }); socket.on('new_client', function(pseudo) { $('#zone_chat').prepend('<em>' + pseudo + ' a rejoint le chat !</em><br />'); }); socket.on('moveObjet', function(data) { mesh = scene.getMeshByName(data.name); mesh.position = new BABYLON.Vector3(data.position); mesh.rotation = new BABYLON.Vector3(data.rotation); }); } </script> </body> The client runs.
  17. Bijanaise

    Multiplayer Framework Suggestions

    Hi everyone, I am working on a multiplayer board game and am having trouble finding a suitable framework for handling client/server communication. I have been using NodeJS with socketIO which i like because the API is pretty straightforward, however, since it is not a dedicated game framework, I've had to write my own logic for having multiple rooms to handle multiple game instances and this got ugly really quick. I found this library, https://www.npmjs.com/package/rumpus, however, there is little documentation and activity. The other one that I've considered is this, https://github.com/gamestdio/colyseus, but I was wondering what others have used. Since this is a 2d board game, with users simply taking turns, performance is not a huge deal and I'd like to keep it as minimal as possible. This is really just a learning project so I am super concerned about things like server authentication, etc. Thank you for any help!
  18. Some time ago, we launched what turned out to be a really popular browser game: TANX. It's an online tank battle game and it's designed to be all about instant mayhem and fun. But we always felt as though it wasn't pushing WebGL hard enough. So we've spent the last few months revamping it. Here's the result: It's now using the PBR (physically based rendering) support in PlayCanvas. The level, tanks and power ups have all been rebuilt from scratch. So, it's the same great gameplay but with fancy new graphics. Read more about it here. And if you want to play, head to: https://tanx.io Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: https://twitter.com/playcanvas/status/798871630323843072 See you on the battlefield.
  19. Would it be possible to create a BabylonJS scene within the context of a NodeJS server simply to recreate the environment of a player and verify valid movement/collisions? The BabylonJS scene on the server would obviously not need to paint anything anywhere, but would simply need to calculate mesh positions/collisions/etc.
  20. Im making a multiplayer game using phaser on client and node.js/socket.io on server and I'm currently not sure how to handle exceptions on server-side. Basically, whenever there are uncaught exceptions (perhaps due to some edgecase i didnt foresee), the server will crash, and the game state which gets stored in-memory for speed and updated every 33ms will get lost, including disconnecting all connected players (ie. 20 players will get disconnected if there's an unexpected server bug). Even if there's automatic restart, it'll be a new process with new memory and new socket connections. So my question is, how do i auto-catch these exceptions, so that I can handle them via an email notifier instead, and let the game continue on smoothly (prevent client disconnect) ?
  21. I started working on a top down racing game as fun project a while back. I didn't use any game framework. Only node.js, express.js, socket.io and bunch of node modules and webpack. I got a working prototype where I can drive around and get real time sync between players that was good enough for now. The next thing I started on was collision detection. After a while I realised that I need some framework for it rather than create my own thing. After some research I started looking at phaser and finally bought box2d plugin for phaser which included a simple top down racing game as a example. I spent some time on tweaking parameters and got a result I was happy with. So I brought phaser into my project and got problems with pixi.js on the node server because there are no dom elements and pixi seems to be baked into phaser. After some googling it seems like running phaser on the server is a bad idea, but I only wanted box2d anyway. So I got a box2d version called box2dweb and tried to create the same thing that I had working in phaser + box2d. After getting errors I couldn't figure out it turns out after some googling that there is missing functionality (edgeChains) in box2dweb. So I try all the other implementations of box2d in JS that I can find and all of them reports errors (different errors with each version) and it's code that works fine in the box2dweb version. Sigh. I can not be the first person wanting to do a real time multiplayer game using node and box2d. Any advice how to move forward?
  22. Greetings! I see quite often around these parts and in further fields, that there are constantly people who are just starting out asking how to add networked multiplayer functionality to their HTML5 games. I was one of them, and I hated the near absence of practical explanations that were written in concise, plain-English, yet still detailed, of how to get started. So, I made a simple game example/template using Socket.io and Phaser, and documented the hell out of it. Almost everything gets a few lines of comments to explain what is doing what, and I haven't assumed any prior knowledge, aside from core JavaScript and being able to set up NodeJS and how to view the game in a browser. The main focal point is using Socket.io, as the game framework can be easily interchanged to one of your preference. Hopefully this will save a few hours and headaches for people who don't have a clue what they are doing. https://github.com/Arcanorum/basic-networked-multiplayer-game
  23. Background: I am a newbie in game development I'm creating motion sensor game Air Table Tennis on Babylon.JS in which user can control the paddle of table tennis with his/her smartphone. I am using gyroscope/rotational data of mobile in the form of Quaternion to avoid Gimble Lock and sending the data to server(nodeJS). So Gyro data is coming from mobile through node JS. Problem: So, I am using Quaternion, But I am unable to map my paddle as my device. (paddle is not exactly in the position where my mobile is currently now, although moving on x,y,z axix give me correct result). So my question is how to calibrate/Map 3D object same as my mobile device? @wighawag@RaananW@Deltakosh Sir kindly help me, I'll be very thank ful. Thanks in Advance
  24. JasperCherry

    Shipwrecked

    Hey there, I just finished my first multiplayer project based on node.js. Some features of game below: - earning upgrades during the game - up to 10 players + 5 constant AIs on the map - can play with friends or against them - in build chat and map to communicate with others - optional voice control Have fun https://shipwrecked.herokuapp.com/
  25. Hello All, I am working on a multiplayer action role playing game and I am using Phaser on the client because I just love this framework. Here is a link to the project on GitHub: https://github.com/crisu83/dungeon-game/tree/feature/phaser-server I have been experimenting quite a lot with running Phaser in headless mode on the server and I managed to get it to run with a few hacks. I am not sure that it is a good idea to run Phaser on the server, but I am looking into this because I would prefer to have an authoritative server that runs on the same code base as my clients. Here is what I did in order to get Phaser running on the server: First I installed the latest stable version of Phaser through NPM by running the following command: npm install http://github.com/photonstorm/phaser/tarball/v2.0.5After that I installed the dependencies for Node Canvas, instructions for that can be found in the project wiki on GitHub: https://github.com/LearnBoost/node-canvas/wiki Next I installed node-canvas and jsdom through NPM. These modules are required in order to "fake" the document, window, canvas and image objects that Phaser depends on that all are available in all browsers, but not on Node.js. npm install jsdomnpm install node-canvasThen I wrote this wrapped module for Phaser: https://gist.github.com/crisu83/5857c4a638e57308be4f I know that this is a ugly hack, but it at least lets me run Phaser on the server. Here is what the server currently outputs: I am now wondering if I should attempt to make changes to Phaser itself to not rely on the document, window, canvas, image when running in headless mode and create a pull-request for the changes. I am sure it will not be easy to remove all those dependencies, if even possible. Does anyone know if Richard has any plans for this? Does this even make sense to run Phaser on the server? Please share your ideas and feel free to use my code for your own projects. Thank you for reading.