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Found 47 results

  1. How do you configure the server for this template ? => https://github.com/nkholski/phaser3-es6-webpack I'm trying to do it by following this tutorial => https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/?a=13 I added two dependencies: nodemon and express. I created the server.js file with the server configuration. const express = require('express') const app = express() const server = require('http').Server(app) const path = require('path') app.get('/', function(req, res) { res.sendFile(path.resolve('index.html')) }) server.listen(8081, function() { console.log(`Listening on ${server.address().port}`) }) In the package.json file, I added a command to start the server: nodemon src/server/server.js The server starts correctly but the indicated html file can not read the scripts (" The load failed for the "script" element with the source vendor.js and app.js"). Project structure:
  2. Hi Guys! I haven't been active here for quite some time and haven't done anything with Babylon.JS for quite a long time. But after checking out the changelogs, I saw that we can now run Babylon.js Server Side, how awesome is that! So I had to squeeze in some time and implement a proof of concept multiplayer simulation with Client and Server side physics engine. It's quite basic. The Client can control a ball by spinning it forward or backward (with W and S). By changing the camera angle (with A and D) you can change the direction of the impulse. With Space you can jump around. To check out how it behaves with multiple players you can either ask someone to also visit the site at the same time or just open a new tab in your browser. Technical it is rather simple. Server and Client communicate via Websockets. The client applies impulses to it's ball, these parameters for these impulses are sent to the server. The server applies these also and keeps the state for the whole world up to date. Each render loop the server sends the current state to all the clients (ideally 60 Hz). The clients then correct the position, direction and velocity of all objects including their own ball if needed. I haven't tried it out with higher delays, but I would suspect the result will be quite "jumpy". Interpolation for correction and prediction of movement is not (yet) implemented. Added Server Update Rate and Ping to see lags and delay in perspective to these metrics. Here is the code: https://github.com/j-o-d-o/multiplayer-babylon-js-game Here is the Demo: http://185.82.21.82:8700/ Here is a great article about Server-Client Game Networking techniques: http://www.gabrielgambetta.com/client-server-game-architecture.html which was somewhat the motivation to implement this proof of concept.
  3. New to Phaser. wanted to make a cool tool that could extend into Phaser! Abra Auto loader and server for Phaser. Just install node and go! ( Not sure if this would be best category for this topic) Auto load assets into phaser and run it as well. Stop messing around with the back end and writing asset files into your code. Abra works with all types of files. It will auto load anything you want it to. Some files just require a bit of extra love. Turn your preload asset code into easy auto loaded assets. Abra grabs asset files automagically. He can grab most assets without any instructions, but can also grab sprite sheets and atlas with simple configuration file. Your preload could look like this. Try Abra today and turn your code into functional easy design. Abra also protects your code by obscurity. If javascript is copied. User does not have asset list, or any actual Phaser code used to load assets. I have seen a few tools that somewhat do what I aimed to do, but not quite the same functionality. I really aimed to make an autoloader/server. Where nothing has to be done to get assets loaded into phaser. Abra can load most assets with no instructions. This was just a fun test project I made for node, but figured I would release it to the community to see if anyone has some use for it. There are a few small glitches I am working out. For the most part should be able to be used to extend phaser and make it much easier. If project gets popularity I will keep it up and add more features and bug fixes. Turn your preload code into this.. With no configuration. Just use abra to start the server! Abra is loading all assets into phaser! var PreloadState = { preload: function () { //built in Abra asset load function and Abra object creator. Send true flag to use directory listing for asset names. directory-assetname. False = just Asset name for sprite. Warning this can result in images with the same name to have the same sprite name. Function.apply(null, ['dirAdd', JSON.parse(document.getElementById("phaserConfig").getAttribute('value')).abraLoad])(false); }, create: function () { this.state.start('HomeState'); } }; Abra also lets you create custom functions/ or use built in functions to actually extend Phaser code. Make an entire layout with 1 line of code - and math equations. You can create entire layouts within Phaser. With two math equations and a few JSON objects. Create multiple sprites with just array placements - Also auto generate arrays with math or static variables. Position below x,y are created with chained equations. Example 0+100 is set for x. which will +100 for each of the array spots. So the last array spot = 800. Y is set to something like this. 0+250_4 (Which tells abra to make it so y only gets the +250 every 4 spots. resulting in the first 4 being 250 and the last 4 being 500.) You can chain and do any type of math. Addition/Subtraction/Multiplication/Division. Anchor is set to 0.5 in the example below. x: anchor logic is the exact same as y. Write much less code and even chain math equations to create functional easy design. "spinner2" : { "position": { "x": "[{math-x}]-8", "x": "[{math-y}]-8", } "anchor": { "x": "[{anchor}]-8", "y": [0.5,0.5,0.5,0.5,0.5,0.5,0.5,0.5] }, Create this!! With just the code below! "{mx}": "48+48_1-480_10", "{my}": "100+48_10", "qbox" : { "anchor": { "x": "[0.5]-100", "y": "[0.5]-100" }, "position":{ "x": "[{mx}]-100", "y": "[{my}]-100" } } https://github.com/Ravonus/Abra The documentation will get a bit better. For now if you have any questions feel free to ask.
  4. Hello, I am the creator of MoBubby. MoBubby is a new, free, multiplayer service. I created MoBubby so that indie developers and hobbyists can create online, multiplayer games. All for free, and without needing their own server. Adding multiplayer to a game using MoBubby takes mere minutes. Here's a simple tutorial on how to create a multiplayer, plane game using Phaser.io and MoBubby. To begin this tutorial, let's link to the Phaser.io and MoBubby files <link rel="stylesheet" href="https://mobubby.com/resource/connect.css"> <script src="https://mobubby.com/resource/connect.js"></script> <script src="https://mobubby.com/demo/js/phaser.min.js"></script> Next, we'll create a simple button. When clicked, the user will be prompted to loggin to MoBubby <button id = "buttonLogin">Login</button> Naturally, we'll need a holder for the Phaser.io canvas <div id = 'phaser-div'></div> Now we can get into some Javascript. Let's create some global variables. var game = undefined; var player = undefined; var others = {}; var loaded = false; The game variable holds our Phaser.io engine. The player variable will hold the current player's plane. The others variable will hold the planes for all other players. Lastly, the loaded variable will hold true once the game is loaded. Next, we'll create our preload procedure. function preload() { game.load.image('background', 'images/background.png'); game.load.image('plane-blue', 'images/plane-blue.png'); game.load.image('plane-red', 'images/plane-red.png'); this.scale.scaleMode = Phaser.ScaleManager.RESIZE; this.scale.pageAlignVertically = true; } This is a standard Phaser.io procedure. It simply loads our graphical assets and sets-up some scaling options. Now we can code our create procedure. function create() { game.physics.startSystem(Phaser.Physics.ARCADE); tileSprite = game.add.tileSprite(0, 0, 1600, 1200, 'background'); player = game.add.sprite(128, 128, 'plane-red'); player.anchor.setTo(0.5, 0.5); // Enable Arcade Physics for the sprite game.physics.enable(player, Phaser.Physics.ARCADE); // Tell it we don't want physics to manage the rotation player.body.allowRotation = false; window.setInterval(function(){ moBubbySend({ "name": moBubbyUserName(), "action": "move", "x": player.x, "y": player.y, "angle": player.angle }); }, 100); loaded = true; } This procedure creates our background, player, and a timer that relays the current player's coordinates to all other players. This data is sent via JSON. Note the action field. Its value is set to "move". As you'll see in a bit, if the user is ever disconnected, we'll send a value of "exit". Now we'll create our update procedure. function update() { player.rotation = game.physics.arcade.moveToPointer(player, 60, game.input.activePointer, 500); } This procedure simply moves the plane toward the mouse (or finger on mobile devices). Simply because Phaser.io requires one, we'll create an empty render procedure. function render() { } The final segment of our code will handle the multiplayer. This includes calling moBubbyConnect and passing it 4 arguments: the maximum number of players the procedure to be executed once the current player is connected the procedure to be executed whenever the current player is disconnected the procedure to be executed whenever the current player receives data window.onload = function(){ document.getElementById("buttonLogin").onclick = function(){ moBubbyConnect( 5 ,function(event){ document.getElementById("buttonLogin").style.display = "none"; game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-div', { preload: preload, create: create, update: update, render: render }); } ,function(event){ moBubbySend({ "name": moBubbyUserName(), "action": "exit" }); } ,function(event){ var data = JSON.parse(event.data); if(loaded == false) return; if(data.action == "move"){ if (!others.hasOwnProperty(data.name)) others[data.name] = game.add.sprite(128, 128, 'plane-blue'); others[data.name].x = data.x; others[data.name].y = data.y; others[data.name].angle = data.angle; }else if(data.action == "exit"){ if (others.hasOwnProperty(data.name)){ others[data.name].destroy(); delete others[data.name]; } } } ); }; }; As the first argument sent indicates, this demo allows up to 5 players. The next argument is the procedure that is executed once the current player connects. During which procedure we create our Phaser.io game using the previously coded preload, create, update, and render procedures. The third argument is the procedure that is executed once the current player is disconnected. In our case, a simple "exited", JSON message is sent to the other players. The fourth and final argument is the procedure executed whenever the current player receives data. In this procedure we do one of two things: in the instance the action value is "move", we update the specified player's plane in the instance the action value is "exit", we remove the specified player's plane Just like that, we have a simple, multiplayer demo. You can download a copy of this demo here. Please let me know (via this thread) if you have any questions, or encounter any issues.
  5. Helloes. Important game points Toss up between top down rpg/adventure (snes zelda, secret of mana) with management games Should have quasy multiplayer, meaning that client deals with representation and server does everything else Procedurally generated for the most part, using tilesets or tilesections Gamepad friendly. Both X360 and DS4 How I plan to approach it Step by step, spread across mini-games and mini projects For starters, an idle game featuring the procgenned skill system Everything barebones regarding graphics untill the very end The main issues/worries I have Not sure between Cocos2d-x and PixiJS, or perhaps something else entirely, for the graphical representation What language for server side of things? Anything is fine for me, as long as its the (near)best solution I'd like to tackle the server part early on to know how to approach everything else Closing I wrote a bunch of stuff, then cut it down to bullet points as no one needs to read useless shit. I have no monetary expectations. I have an artist lined up who would do the gfx if I ever make something proper (can invest in some already done assets aswell). I do have experience modding various games and doing general coding across various languages (mini sites, apps and the like for my own amusement). I'm quick learning, adaptive and too old to have delusions of grandeur and will rather treat this as a hobby that eats a big part of my free time. Anyways, hope some of you have some suggestions and know limitations of various libraries and practices involved. I have nothing to offer in return except gratitude.
  6. Hey! I'm using NullEngine on a server to check for certain conditions in a physics-enabled scene (using deterministic lockstep). As a simple example, I'm trying to find the specific step ID where a specific ball's y position falls below 0. My question is this: how should I set up the engine/scene/etc. in order to run these server-side simulations at the highest possible fps? Keep in mind that I want to be able to derive a list of step IDs on the server that correspond with specific events (re: ball.position.y < 0), and then have that same exact scene play in a browser with the same exact events matching the same exact step IDs.
  7. Hello Friends, I'd like to introduce you to a new project I started recently. Its called Warp. The idea is to create an app that helps you building HTML5 games by taking away some of the obstacles for beginners - as well as making life easier for the more advanced developers. The Warp app acts most basically as a zero-config static HTTP server. This means you hit a browse button and select a folder on your harddrive that contains a index.html file. After that, you hit the start button. Warp enables its built-in HTTP server and makes that folder accessable within your browser. It even opens your browser for you when you hit start This takes away the task of downloading a [W/L]AMP server package that needs to be configured and secured and forces you to keep all your projects within its htdocs or www folder structure. Warp doesn't give you serverside scripting, but most HTML5 games don't use that stuff anyways. On the other hand its not impossible to integrate something in that direction into Warp in the future. My vision of Warp goes much further than just serving files to the browser via HTTP. I dream of an application that helps you getting started by maintaining project templates and scaffolds new game projects for you. Warp will be able to start new projects for you by creating a basic folder structure and placing the most recent version of Phaser (and maybe other engines) for you. In the final stage, Warp will list all devices that are currently accessing the game, displaying device information, the current game framerate on that device and a global console for logging messages and errors of all devices - your personal developer dashboard. Take a look at the git repo, download the sources and make your custom build of Warp 1 if you can't wait to try it out. And please participate here and tell me what you think about Warp, the direction its going and of course what ideas you have in mind that might be also worth implementing (I can't promise to implement everything, tough). You can download pre-build binaries of Warp for: Windows Mac OS
  8. 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.
  9. Hey! I'm working on a 3d multiplayer browser game where you and up to around 1500 (I say around because I'm still experimenting with the performance) other players explore and grow in a fantasy world. I'm still developing the game, but so far I've built in chat, some basic combat, the beginnings of a leveling system, movement, the ability to wield things, as well as a bunch of other things. I've been writing my own game engine as I go, but thankfully a lot of it is in place so these days I'm finally focusing on creating the content and trying to make something fun. Most fun aspect of development so far: So far my favorite moment has been plopping a few animals into the game and trying out combat against them. That came after months of implementing a skeletal animation system, so it was great to finally see it work in the game. Biggest Challenge so far: I've had to learn a lot of math and 3d concepts while making the engine, so those were each challenges in their own right. The biggest challenge right now though is the art. I'm completely new to making art so, to be frank, everything that I'm churning out is complete garbage! My hope is that as I make more and more of the art I'll get better and better, and then be able to double back and clean up all of the awful art that I've made thus far.. We'll see how that goes.. Advice that I'd love to get from you: - When should I focus on building a player base? Right now I'm mainly writing the core gameplay and trying to churn out 3d models / animations. How far does one need to get into a multiplayer RPG before it's good enough to have a consistent player base? I'm definitely still experimenting with building something that's truly fun, but I sure don't want to be in a position where I'm trying to improve the game forever without getting players. - Would you play a multiplayer RPG on your mobile device? All throughout development I've had a goal of maintaining 60 FPS on mobile devices, and having controls that are just as fun on mobile as they are on desktop. One thing here is that I'm not entirely sure if people would play a casual browser RPG on their mobile device, vs. just their desktops. My assumption is that they would, but I'm curious about your thoughts here? Should I continue to focus on this? Check it out: You can play the game all throughout development at on the Lighthouse Tale website. I also blog about development and 3d game programming concepts on my person site chinedufn.com, so always feel free to let me know anything that you'd like to read or learn about! www.lighthousetale.com
  10. Mitrug

    World Size in P2 Physics

    Greetings! In the P2 Physics Engine outside of Phaser (server-side P2), is there a direct way of specifying world bounds? (To get same results as this example) Or do I have to manually specify each side? (Like this example) Thanks.
  11. Ralph

    Server sided movement

    Sup guys, I'm back and once again working on my side project now that school is out. I recently rewrote some of my server sided code, specifically the pieces that handle anti-cheat. One problem I ran into is my anti speed hack mechanism. Prior to my rewrite (which was more of a cleanup) the way I handled movement on the server was I allowed the client to move however it liked. It would then send its new position (after ever frame) to the server. The server would then check to see how far the client moved (based on its last position which is saved on the server) and made sure that the client didn't move more than a certain amount of pixels each frame. If it moved legally, then it's "last" position would be updated with the new position the client provided and the client legitimately moved. If it moved too fast, the clients old position is kept as its server position, ensuring that sure the client isn't speed hacking (at least on the server side, can't stop the client from moving anywhere really). Anyway, that's how the system works, and it works great, until I ran into the problem of different frame rates (at least I think that's what's causing the issue). After the rewrite of this system, clients are moving too fast to the server, and I think it could be because of slower fps'? Like Ill move right, but now instead of moving say 5 pixels per frame like the pre-rewrite code would detect, im getting 6, and 8 and 15 and other higher random numbers, as if the server was missing some calls. Regardless of the cause, I was wondering, how do people usually handle movement on servers. Am I going about this correctly? Any suggestions? What other ways can I verify a player isn't teleportating or speed hacking? Thanks.
  12. 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.
  13. Hello all, I'm actually doing a service system to my company with Phaser. So then I want to export this, because the client will fill the truck with his stuff and I'll create a SAVE button to export this to my email or to a server so I can read what the client want to take in the change. Sorry for my english... Is there any way to do this with Phaser like i'm doing or you guys recommend me other framework?! Thanks in advance!
  14. Odk

    New subforum

    Hi, TL;DR: I'm proposing new sub-forum, "Servers and back-end programming". I create small games (more proof of concept than games at the moment) at the evenings and often check this forum for inspiration and ideas. Before releasing any game I've decided to create universal back-end service for them. Some will say "why?" and "don't do this, it's hard", but I think I can manage (more on that later). It's already in nice shape. From time to time I see posts with questions about game back-ends and hosting. IMHO we should separate those into new sub-forum, so people will know where to ask them. It will be also simpler for guys like me to find them and help each other. Why I think that I'll manage to create nice and robust back-end and also help with same on forum? I'm sysadmin with 12 years of experience. Now I'm senior SRE at big financial institution with lots of clients and trades. Before this I worked as lead sysadmin/devops for mobile game company. I've maintained and helped develop back-ends serving quite big traffic (over 200M/req day). Now I try to use all that knowledge to create my own back-end but would be great to help also others. In current state I (and possibly other like me) often miss posts with such questions as I usually check forum every 2-3 days. I think that separate sub-forum would help. It should cover all topics related to: hosting, backend services, backend development. What do you think?
  15. PhasedEvolution

    HTML strategy game. Logic

    Hello. I am playing a bit with mysql and js, html and I am making a small browser strategy multiplayer game like travian for example. I have some doubts though. In this game players should be able to attack from X to X time. When they attack I change a state in the db for that player so it cannot attack until that state returns to the normal state. However that database update is not fast enough for if the player clicks too fast he attacks more than once before the query is over. How can I forbide players' actions then?
  16. So here's the deal. I'm making an online multiplayer action game, currently using Phaser for the client (mainly for rendering and input), and I've hacked Phaser onto my Node.js server as well (http://www.html5gamedevs.com/topic/7393-running-phaser-on-nodejs-how-i-did-it-and-why-you-shouldnt-do-it/), so I can use the Arcade physics system to manage the interactions of player's entities with other entities in the game world. I get that some people puke at this idea, but it works, mostly. The server entities use sprites with no texture, just so I can give them a physics body to use for collision/intersection checking, but I'm having some alignment issues related to how bodies relate to the scales and anchors of their respective sprites, and have been thinking that I probably should be using a proper system where physics bodies aren't tied to sprites (display objects). What good alternative, standalone JS physics engines are there that offer similar features to Arcade that I can use on my server? Arcade seems ideal for what I'm doing, but lugging around the rest of Phaser with it without using it is just silly. The game only requires simple rectangle AND circle body support. No complex polygons or shape rotating, and needs to be fast, as there may be many entities that could interact with each other at any time. I've thought about doing this myself, but want to save some time if I can.
  17. I just wanted to share https://deepstream.io/ , a fast realtime server that we're working on which is a great fit for multiplayer gaming. Please find a tutorial for a multiplayer spaceshooter build with deepstream and pixi.js on Pluralsight/Hackguides here: http://tutorials.pluralsight.com/front-end-javascript/building-a-multiplayer-space-shooter-part-i
  18. Hi all, So I've basically finished a project that I've been working on in Visual Studio which I have been running locally using IIS Express that comes with VS. Now I want someone in a different part of the country to access it by just typing in a link in the address bar. How do I go about this? I've never set up or used a server before. PS. I also have WAMPServer installed but I'm unsure how to set it up so anyone can access it at any time? Thanks!
  19. ozRocker

    Server-side Babylon.js

    I'm wondering if there's an implementation of Babylon.js that runs as a server, or more specifically, its physics engine. Making a networked game without physics is easy. No "engine" is required. The only calculations the server has to do is figuring out a new position when moving an object in a certain direction and collision. That's just simple trigonometry and can be done by hand. The tricky part is if you have objects that react to physics. Both the client and server need to use the same engine to calculate movement via physics. If such thing does not exist, can someone point me in the direction of how I could implement the same physics that Babylon.js uses for my server? For now I just want gravity. I don't need joints, bounce, cloth, etc..
  20. Ytyse

    Phaser with Cordova ?

    Hello, I'm trying to make a game with Cordova. My game works perfectly on my Chrome Browser with a WAMP, but there's no server running in my app cordova. Two solutions : -How can I implement a server in cordova to run my game ? or -How can I run my game without a server ? Any ideas ?
  21. Ralph

    Phaser with Socket.IO

    Hi there, so i built a fairly functional open world multiplayer game, however, when I first started building it, i built it as a singe player game and set up the variables and things i will need to be sent from the server in a way that it will easy to be converted into multiplayer. Today I dove into that adventure and right off the bat I am having issues with phaser and nodejs. To be insanely clear because any other thread I have found about this topic thinks everyone wants to do this, I do NOT want to run phaser on the server side, I just want to be able to use socket.io in my game and I cant right now since my game wont even load. This is the error it throws when I load my page, no matter what I do, always "Phaser is not defined" GET http://xxx.xxxx.xxx/assets/phaser.js 404 (Not Found) (index):214 Uncaught ReferenceError: Phaser is not defined My server that I am running on node: var express = require('express'); var app = express(); app.use(express.static('public')); app.get('/', function (req, res) { res.sendfile(__dirname + '/index.html'); }); app.listen(80, function () { console.log('Example app listening on port 80!'); }); I removed socket.io from it until I can actually get my index.html to load. I believe i have to use static directories, and I believe it works because I can load all the images from my assets directory (where phaser.js is) fine form my browser. In my index.html, phaser is called in my header as shown: <script type="text/javascript" src="assets/phaser.js"></script> Am I doing something wrong? ANY help is appreciated. I dont care how I get to the end product, I just want to be able to have a server side connection from every client to send and recieve variables on connection/disconnection. Before I switched to node, I was just using an apache server to run my index.html. Thanks for any help! P.s: Could this be a problem with express? I havent tried it with a standard node http server.
  22. Does Babylon has any compression of .babylon file and assets? Or it doesn't. And we should enable gzip compression on server settings. Is this the only solution to compress assets and all other resources to server client our babylon.js game? greetings ian
  23. Threedy

    Box2D (port) vs p2 physics

    A silly question, but I was wondering whether anyone has an idea of the performance of either (Box2D or p2) physics engine. I'm planning to also use one of these engines on the server side as an authoritative (node.js) as well as client side. I think it's easier to work with p2, but I'm not entirely convinced by its performance (especially on the server side). Any tips are greatly appreciated & welcome!
  24. OMAR

    Server-side JS Execution

    Hi, is it possible to execute WebGL apps on the server, then sending render output to the client? Thanks
  25. Hello all If you remember by previous posts here i showed how to develop simple cross platform game . Now i like to show you how to develop super simple real time multiplayer card game , which is also cross platform Using only free open source tools . which every one can efford. For the server stack im using Java Netty , it is light,fast,Asynchronous network server. the java code im using is NOT doing the 9 layers of abstractions it is simple almost procedural programming. For the networking protocol im using web sockets For the client side game im using Cocos2d-x the HTML5 version , and the Javascript API for desktop and iOS. Server Side: Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 1 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 2 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 3 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 4 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 5 Client side Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 6 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 7 Multiplayer Card Game using WebSockets,Java Netty Server ,Cocos2d-x-HTML5 - Part 8 The source code: https://github.com/meiry/multiplayer_cocos2dx-js_using_netty_websockets Please note that this is the first draft, i will happy to get Feedback so i could iterate and improve. Thanks