Buildy, a real-time HTML5 building game - come build in our biggest world yet
playbuildy.com
playbuildy.com
It's still early for this project (alpha). Chrome and Firefox only for now. Please don't grief or ruin the fun!
Some tech details: canvas-based rendering engine, firebase for chat and presence, sockjs for realtime events, phantomjs + beanstalkd for rendering static tiles (for zooming way out), python on the server side, mysql where convenient and mongodb where convenient.
Also doesn't work very well on iOS.
IE9 has some odd layering issues - depending on the zoom level some elements from the UI don't show up - zooming back in or out restores them. Other than that it seems to work well from quick testing.
Don't have IE10 so can't test that for you.
* Looks awesome btw!
I agree with the comments that you guys should consider putting avatars in. It would increase immersion and expand your future possibilities dramatically. But I'm sure you guys have already thought about this.
Kudos, once again.
[1] There's a tradition of "collaborative building" projects on the SomethingAwful Forums. Some examples:
Goon Tower: http://www.goontower.com/
Goon City: http://forums.somethingawful.com/showthread.php?threadid=292...
Goon Base (the grandaddy): http://pictures.deadlycomputer.com/d/16192-1/goonbase.jpg
Are you using PhantomJS to render the page? (that "Notice: last satellite flyover was [x] minutes ago")
I'm guessing you queued the job via beanstalkd and call phantomjs renderBase64 against your URL?
It's nice to see more people using PhantomJS these days (I'm using it myself in my current work)
Today's activity has given us a few ideas about how to make those "flyovers" more frequent.
- Use JPG and not PNG (for renderBase64), we tested it and JPG gives a much more better performance, but then again it depends on how crisp you want your output
- (You may already done this either using PhantomJS or using image manipulation) Don't forget you can also scale the image using page.zoomFactor :)
- (Not sure how useful this one is for your case) You can clip the viewport too in PhantomJS
- PhantomJS seems to use a lot of memory (main page of twitter.com may resulted in at least 45MB of memory).
- CasperJS is probably the best wrapper of PhantomJS out there for now if you ever need to do something more complicated
Performance seems great for javascript/canvas. Though I would love to see a high performance native app. Good luck to you guys!
Some tech details: canvas-based rendering engine, firebase for chat and presence, sockjs for realtime events, phantomjs + beanstalkd for rendering static tiles (for zooming way out), python on the server side, mysql where convenient and mongodb where convenient.
He was very active documenting his research on it's performance: http://paulbakaus.com/2010/07/19/why-canvas-is-not-an-obviou...
The developers (chatting in-game) were rather friendly and particularly forthcoming about their sound choices for their technology stack which I found to be refreshing. This kind of transparency, at least in this industry, is somewhat rare and is absolutely commendable.
If you indeed enjoyed the experience, as I suspect most did, please continue to support these developers and their work. It is through this process we, as a community, will continue to manifest works such as this.
Do not underestimate the power of getting the word out about these endeavours. A "like" on Facebook. A tweet. A blog post. It all adds up. And we really do appreciate such a priceless commodity.
Why would flash work?