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Found 62 results

  1. 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.
  2. 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??
  3. 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:
  4. 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. 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.
  5. modular PixiJS code with NodeJs

    The project I am working in is a multiplayer node.js game using 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.
  6. 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: We look forward to working with you and sharing your passion for an entertaining gaming world.
  7. 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:
  8. 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 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 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 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.
  9. 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,, however, there is little documentation and activity. The other one that I've considered is this,, 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!
  10. 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.
  11. 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
  12. Im making a multiplayer game using phaser on client and node.js/ 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) ?
  13. 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
  14. 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
  15. 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 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, 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.
  16. I have written a fast paced 2D physics-based hockey game in Phaser/Javascript. I need help to make it online multiplayer. If you are good with nodejs/ I'd like to hear from you.
  17. Nodejs + HTL5 player movement

    Hey. I'm quite new to the forum and to html5 development. I have been able to link the NodeJS server to the html5 canvas and get designated numbers (atm, it will be player avatars later) But my problem is at the moment is that i can not seem to find any documentation on how to make it so that the player can click anywhere on the canvas to move to that spot. I was able to find WASD or up,down,left,right. But it is not what i want for this project. Just wondering if anyone has any experience in this, and if possible able to link over a documentation of some sort ? Thankyou in advance
  18. Hi Everyone, I am developing a multi player 3D motion sensor game' Air Table Tennis', in which mobile is acting as a racket, I am using Quaternion for rotation of mesh, problem is that how to calibrate mobile motion with the mesh in the BJS, though it's moving but its not calibrated. How to set some origin or something that when game start racket on my game screen will be in same position as i am holding my mobile. Sorry for my bad English! Thanks in advance
  19. Hi everyone, Kupiter is a studying tool that models the old Asteroids video game. Players shoot asteroids with letters on them to answer questions, and questions can be created and shared with others. The purpose of this project is to offer a unique way to study/learn by playing a game that is engaging and effective. Our website: Demo questions: The game features: Power-ups, weapons, bots, and explosions. Real-time leaderboards. Question importing from Quizlet Mobile device compatibility Kupiter was created using Phaser for the game itself, and nodeJS for the server back-end. All of the question sets are stored in a MongoDB database. Try it out and let me know what you think! Thanks, Kevin
  20. Hey, im new to Webdevelopment with JS. Im almost done coding a little game with the 3D-Engine Babylon.js. Now I want to add Functionionality to for User Accounts and Scoreboards. Replays should also be stored in JSON files and uploaded somewhere. Which Serverside and Database Framework would you suggest? Is nodeJS good to go for, I tend to use it because its so popular and demanded today. Depending on the Framework you suggest, how would local/clientside JS communicate with the Serverside? Best Greetings, Leander
  21. Hi guys, I have a server running with node.js and i am trying to add players/sprites to my game. I am trying to figure out the best way to do this. As of now i have been working towards using object arrays but i know this is a better way. socket.on('addPlayer',function(data){ var thisID = data;//myArrayID; if( == myID){ }else{ console.log(thisID); pFish[thisID] = this.add.sprite(); pFish[thisID].x =; pFish[thisID].y =; pFish[thisID].anchor.setTo(0.5, 0.5); pMouth[thisID] = this.add.sprite(0, 0, 'spMouth'); pMouth[thisID].anchor.setTo(0.5, 1); pMouth[thisID].animations.add('eat'); pMouth[thisID]'eat', 30, true); pTail[thisID] = this.add.sprite(0, 0, 'spTail'); pTail[thisID].anchor.setTo(0.5, 0); pTail[thisID].animations.add('swim'); pTail[thisID]'swim', 30, true); pTail[thisID].y = spMouth.y - 12; pFish[thisID].addChild(spMouth[thisID]); pFish[thisID].addChild(spTail[thisID]); pFish[thisID].scale.setTo(0.2, 0.2); pFish[thisID].angle = 110; } }) So what i really want to do is add a player object. This way i can have all 3 sprites inside the object and i can just change the object. Of course i will need to update each player with the corisponding input comming in from the server. Any good examples of how to do this in a OOP method for Phaser.? Example: BasicGame.Game.prototype = { preload: function () { //this.load.script('io', 'node_modules/'); //console.log('NODE LOADED'); }, create: function () {
  22. Hello, Islands of Tribes is a turn-based single-player and online multiplayer strategy game inspired by my favorite turn-based strategy game, Advance Wars, and a really cool RTS game, Tribal Trouble. The game is under active development, and new features will be added in updates. Main features: - Single player campaign - Custom games versus AI - Online multiplayer - Different tribes to select from with special abilities - Map editor - Buy new units from shop with gold you get by playing Free to play! Download for Android:
  23. I have been working on a multiplayer game and have been wondering what are some of things one should be aware of when creating a multiplayer game in node. As in are there things you should never do? Also does anyone think using a client-server architecture is a bad idea (it's not a pure implementation, but has some peer-to-peer design in there)?
  24. 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: Please send us your feedback and suggestions. Want to help us out? We'd really appreciate a retweet: See you on the battlefield.