Show HN: 3D multiplayer space shooter made with Three.js
urk-3d-multi-space-game.herokuapp.com
urk-3d-multi-space-game.herokuapp.com
Nevertheless, bandwidth-wise it could make sense anyway, but I think it makes sense to consult some benchmarks in this case.
[1] https://redka.games [2] https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...
I'm about to change over to msgpack for my own multiplayer real time browser game. I'd use protobuf, but the extra code generation step would get in the way of my plans to turn my MMO into an MMO-game-as-lambdas PaaS project.
Right now, I'm using my own protocol which uses something somewhat like base-85 for encoding, except it's base-92. It's a binary packing format, but packs directly into base-92 encoding. This packed base-92 is encapsulated into JSON, which minimizes the use of keys. This might all sound horrible, but I'm able to achieve what Flatpack achieves: no copies are needed to extract the data. That, and the remaining slight JSON overhead makes it easier to debug network traffic.
One suggestion. Allow the mouse to control the spaceship movement in both x and y directions. It’s intuitive to try to point the mouse to the place you want your ship to go, however the mouse only controls the Y axis.
https://www.youtube.com/watch?v=eMp1RrCy4w4
There are just a few things Netwars had that I am missing here:
1. Sound (is it just me?) 2. The controls are kinda weird. If I remember correctly Netwars used Ctrl and Shift to throttle. Mouse (or Joystick) for turning (upper part of the side of the screen to roll), Space to fire the gun and Return to fire missiles. 3. A radar for orientation.
But for a prototype awesome already :-D
I haven't found any explanation and I've only managed to spin the ship on itself.