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Found 12 results

  1. Today, independent game studio Lucid Sight, developer of games such as MLB Champions and CSC featuring Star Trek, has acquired the popular open-source multiplayer game engine Colyseus (https://colyseus.io/). Lucid Sight will be taking over the Colyseus brand, GitHub, and all social and support channels. Lucid Sight will also be launching a cloud-hosted service to further support Colyseus developers. The creator of Colyseus, Endel Dreyer, will be joining the Lucid Sight team. Lucid Sight will continue to add to the Colyseus open-source library of features in conjunction with
  2. Hi! Some time ago I made a PoC of a game backend server. It worked surprisingly well but that's it, I never fully finished it. Now I would like to build a full featured product out of it, but I need your opinion. Thanks to this form: https://forms.gle/Q9cD7dwsBLepw1498 I’ll know if it makes sense and what you would expect from a product like this. Thanks for all the comments and opinions!
  3. 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:
  4. Hey guys. So me and my friend have been hitting the grind on network programming for the server side of our real-time multiplayer game. Our game involves handling collisions with synchronized enemies and projectile/melee-based weapons. We don't really care about player-player collisions, but it might be something we want. From what I've been understanding, for this game I'd want to have an authoritative server that essentially has a game loop running that simulates the game state. The clients will interject with their desired actions and use client-side predictions to render what the
  5. There is a MAZE game at https://www.html5pcode.com/a1ymaze.htm The game uses a p-code. The p-code was written in HTML5 JavaScript. The home page is https://www.html5pcode.com Find a PATH through the MAZE from the left side (RED BOX) to the right side (GREEN BOX). There are over a hundred ROOMS in the MAZE. A ROOM can have one exit door, 2 exit doors, or no exit doors. If the ROOM does not have an exit door, it is a DEAD END. If you come to a DEAD END, you must backtrack until you find another exit door. There is only one TRUE PATH from the RED SQUARE to the GREEN SQUARE. There are 10
  6. There is a TRIP game at http://www.html5pcode.com/a1ytrip.htm The game uses a p-code. The p-code was written in HTML5 JavaScript. The home page is http://www.html5pcode.com You are to minimize the time for going from one CITY to another CITY. The roads have different distances and speed limits. The game is solved by using DYNAMIC PROGRAMMING. DP solves the game by advancing in time to find the lowest time for each city. There are 100 different games. This game is written in a p-code. The p-code is executed by a p-code engine. If you click on PROGRAM in the RED STRIPE at the top
  7. I recently started development for web. Unfortunately I came from C++ world, as I already mentioned in the topic about our game. I would like to know, what do experienced web developers use to implement network protocol? Especially I am interested in real time multiplayer games, when latency should be minimized and message size is critical. I know a bit about Google protocol buffers and Apache thrift. But at the end I reinvented the wheel. Enjoy some C++ bullshit, if you want: https://github.com/misanthrop/binary-wheel
  8. Good evening guys, I am looking for an Expert HTML5 Game Developer to be based in Hamburg. Please get in touch with Will Roeder +44 7809 471749 +44 203 745 7901 will.roeder@select-tech.co.uk Description HTML5, JavaScript, and WebGL are your passion. You like to get started with the latest online developments right away. You believe strongly in open standards. You take pleasure in applying your experience and expertise to ensuring that games made with HTML5 and Javascript stay on the right track. You're not afraid to try out future technologies.
  9. Currently i am making a HTML game. I want to get revenue from advertisements but i don't know which ad network is the best for me. I used Google's AdSense (for YouTube) for 1 years and it was really good. But it seems like i can't use it on one-page games. I find AdMob but i think it's for only Android and iOS... What do you think about best ad network for web games? Which one you use?
  10. We’re excited to announce the alpha release of AppWarpS2, our on-premise gaming server solution! We launched AppWarp cloud less than a year ago and have seen great adoption in the multiplayer developer community. One of the features often requested was the ability to host and extend the server side by the developers themselves. The release of AppWarpS2 fulfills those requirements. AppWarpS2 allows developers to tap in and extend the same server engine that powers our cloud product. Using our server side libraries and SDK, developers have the ability to build their own full-fledged Java game
  11. I have been trying to learn how to make multi-player games. One thing I learned is that making multi-player games is more difficult than single player games and involves lot of challenges that are not present in single player games. One such challenge is to implement game physics in them. I learned the basics and decided to share my knowledge, and hence wrote two articles for beginners like me. If there is some mistake please tell me Synchronizing Game Physics in Multiplayer Games - http://blogs.shephertz.com/2013/08/16/next-level-synchronizing-game-physics-in-multiplayer-games/ Game Physic
  12. Shephertz Technologies' AppWARP also has support for HTML5 With AppWarp you can create real-time multiplayer games without writing single line of server code. You can simply make calls to our server through APIs and exchange messages with players in real-time. The HTML5 SDK is 100% compatible with all frameworks, allowing developers to make realtime multiplayer games in their favorite framework. It features room/lobbies. Every room has some properties that can be set easily whenever developer want. You can even assign custom data to players and rooms. Another feature is Match Making. We have
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