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Found 12 results

  1. 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 they think should be happening, which will be corrected by the server on a tick-based system. Correct me if I'm wrong in thinking this is the best method to use. But assuming it's a good method, I'm unsure of how to simulate the gamestate on the server. Is it common to use a headless version of your client-side engine to simulate the state on the server? I've heard not fun things about using Phaser-headless on a server. Are we going to have to basically simulate a bare-bones version of our game in NodeJS using vanilla JavaScript? I'm skeptical of this because it feels like reinventing a fairly large wheel. Thanks.
  2. Hi, I am 3D graphic designer and programmer. I create 3D configurators in Realtime like on the following website. The configurators was developed on WebGL-basis and have the problem that the only load if the configurators are visible in the viewport. How I can solve the problem? Thanks.
  3. When I started to play around with the Phaser API, I wanted to tackle the challenge of creating a realtime game with multiple players. I decided to use the PubNub multiplayer framework for the realtime functionality and it worked extremely well. I put my entire project up on Github and you can try it out by clicking HERE (open up two browser windows to test real time functionality). PubNub provided me with low latency with message delivery happening in less than 250ms and Phaser is super lightweight which allows it to work in mobile browser and even on low end computers. The entire project took me a few weeks to develop but most of that was just optimizing the game to send the least amount of messages possible. I wrote a step by step tutorial if you want to try to make this yourself in Phaser, you can checkout the tutorial HERE.
  4. Hi everyone, I am creating project, where player have his backyard map and some other maps where he can work ( farmer, fisher etc). Now data from database are loading to phaser using php and ajax. Maps are created in tiled editor and loaded to phaser by standard function, preload, create, update Now i want to create map where players will be able to cooperate in real time. So, players will be have maps where will be only one, and them go to the map where will be cooperate with other players (something like market plaece :)) It will be websocet needed? Maybe i must to recreate everything to websocket because on php can be lagg? Maybe data to maps singleplayer can be loaded by php and ajax but to multiplayer must socket? Please tell me Your opinion Here i found tutoriale, where in phaser is created multiplayer maps, what do you think about it? I will be gratefull for every feedback
  5. First of all sorry for my bad english! I'm working on this game for a few months... it's a spacial strategy multiplayer game built with phaser.io and bootstrap (client side) and Nodejs (server side). The world is persistent It is to raise resources from the various planets , build or buy new ships and space colonies. I have to define well what is the goal for the win. Any comment and help is welcome ! Same screenshots and video ... More info : Youtube channel : https://www.youtube.com/channel/UCrllbhX1enWAXEe5DYyEqcQ Dev blog (italian language) : http://spacemerchants.blogspot.com/ twitter : http://spacemerchants.blogspot.com/ thank you!
  6. Hi there, I'd like to share with you guys that we launched the first alpha version of Cube Club Soccer: http://cubeclub.gamestd.io It's a realtime soccer game, where each player is an actual soccer player. Feedbacks are very welcome! We want to make it dead simple to play and have fun instantly! Screenshot
  7. What is the best instrument for creating a realtime multiplayer game without lags (FPS around 30-60)? I'm looking at node.js + socket.io and Phaser on a client side. Will it be possible or is there a better way to do it? Thanks a lot!
  8. Hi, im a friend of author (Ruggero) of this scene made entirely in Unity 5, i think why not convert to BabylonJS to be a new demo ? This is a hot scene made for Unity, i think this is the best Archviz for Unity 5 made today. Im looking for a experience users that can help in the conversion. Any help will be appreciated. Pls contact me. The hole scene have 1 Gb of size. The video of scene: https://www.youtube.com/watch?v=Rer7xyU_HnI The objetive is do the same as the 'Espilit' demo or 'The Car' by Michael Russeou. I think the results can be awesome. What i need to start: A index.html and index.js with the same camera as Espilit demo, i dont know how to do yet... Image FX activated like: - SSAO - DepthOfField - Floor Reflections - Bloom - Emissive objects - A little of Chromatic Aberration - Lens Flare - FXAA Antialiasing - Soft Shadows - Color Correction LUT support ? ( i dont know if exist in BabylonJS yet). - Light Shafts ( Light Scattering ). Like ? Lets do this new demo ? I want to learn with you guys ! I will try to make a simple 'export' with the new Unity 5 babylon export plugin and run to see whats happening. Sorry my english, is not my native language. Best, rebit
  9. Hi guys, I think we should create a plugin for real-time games with Phaser Framework, using Socket.io with Node.js or SignalR with ASP.NET. What do you think everyone? It would be great all work together and do it... sorry for my bad english hahaha Regards, Nicholls
  10. Hello there, this will be my first post and I want to excuse all of my beginners questions. I will work on it. At the moment I want to create a real-time chart and there a several questions about a good “way” to realize that. 1) My first try is really simple: Draw a line between the Points with the “graphics.lineTo” function. Then shift the graphics object position to the left. The Problem is, that the graphicsData will grow until there is no shift of the array of the data. If I use a CanvasRenderer I can shift the graphicsData but it do not work in the WebGlRenderer. Are there any method to shift the Data? http://jsfiddle.net/Tenobaal/7m6u9q2n/ 2) The second try is to redraw the lines. So I put everything in an array and draw the lines in a for-loop after I clear() the graphics object. But this method is really bad for the performance. http://jsfiddle.net/Tenobaal/wvtmg3ze/ 3) The third try is to use the polygon object. But later I want to use the bezier-function, so the polygon object might be not the best option. There is another problem with the triangulate of the lines if you have a fast switching graph. So not really a good choice at the moment. I will post later Version in jsfiddle. 4) The last try is to generate a texture from the graphics object and paste it in as sprite. So I clear the graphics object and begin to draw at the origin. The sprite will shift to the left, too. The texture looks different because of the anti-aliasing? Another problem is, that I need two graphics objects, because if I shift the position of graphics object the generate Texture will lose the data of the "shift". So the performance is not so good because of the two objects and the view is not the best. I will post later Version in jsfiddle, too. Maybe you can help me out with an idea, how I can realize a good looking and nice performing real-time chart. I would be happy to learn. Sorry for my english, it is not my first language. Many thanks tenobaal
  11. My first try to HTML5 is a WebRTC game. i used webrtc datachannel to build a peer to peer network between players browsers. as firefox won't let me create datachannels without audio/video streams, this game only works with google chrome. still need a little work,. i'l ltry to put on my website next week. move with Arrow keys and kick the ball with "x" key. as this game is a peer to peer game, if a player with slow network or faraway from you, join your room, it will make the game laggy and unplayable, how ever i have no idea how internet connections actualy are at other countries. in my country at least won't work. this is more like a demo of webrtc datachannel instead of a game GAME URL: http://riskygear.com/game1-html5-soccer-realtime-multiplayer
  12. Hello I did a real time game, it is a puzzle where you have to catch a flea giving special coordinates but you can challenge your friends to see who catch the flea first. Some feedback are appreciated. http://catchtheflea.boniatillo.com
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