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  1. In HTML we are importing several javascript frameworks. Some of them needs any one server for running this like local or web server. Is there any possibilities or tricks to run that kind of html file without server. I am using three.js within a html file. Basically three.js requires server to run the file. I need to run that without any server.
  2. I am new to server side programming , i want to know how the client connects to the nearest server(one at us, other at europe, and some more) for low latency.Do client has to send a ping to each server to check the latency or is there any other mechanism.
  3. 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
  4. 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 ope
  5. 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
  6. 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 ou
  7. 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 ins
  8. 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.
  9. 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
  10. 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 sa
  11. 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.
  12. 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
  13. 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.
  14. 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
  15. 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 wha
  16. 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!
  17. 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 as
  18. 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?
  19. 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 colli
  20. 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
  21. 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!
  22. 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
  23. 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 ?
  24. 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
  25. 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
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