WebGL client
lonbyte1 have you already given up the project or are you still working on it?
IGN: [BTK]LastKiller or DEV_CLIENT
ByteBit wrote:lonbyte1 have you already given up the project or are you still working on it?I haven't given up on it (the code is still there waiting to be worked on, and it's totally feasible) but I just haven't had the time to work on it. I don't make promises because of things like this..
Last time I touched this project was in July. That's a fact I cannot deny. I really wish there were more than 24 hours in a day.. (But then again, we're lucky that there aren't 12 )
I've reached a point in the project's development that I have to come up with a name for it. Maybe WebSpades? Apparently that's the name of a virus. WorldWarWeb? Hmm.. WorldWarSpades?
bloodfox wrote:I guess WorldWarSpades could work.Yep, I just asked BR_ and he said yes.
I've realized that voxel.js might not be the best choice because it is so focused on trying to imitate Minecraft, which I'm not. The scales are off, and the voxel.js engine assumes that every defined block has the same texture, which is totally wrong because a) there's only 1 type of block (a voxel) and b) there's no real texture, only a million colors to choose from.
yvt's prototype ray caster is too slow at high resolutions; I tried fiddling with the Closure compiler, see if I could get anything optimized out of it, but to no avail. If I could use it I would.
BattleofSpades uses its own rendering engine and makes the calls, that's 2000 lines of code, from the basics to the things I actually need to implement.
So, maybe I should make my own voxel renderer?
EDIT: screw it, we're making a voxel engine with Three.js
yvt's prototype ray caster is too slow at high resolutions; I tried fiddling with the Closure compiler, see if I could get anything optimized out of it, but to no avail. If I could use it I would.
BattleofSpades uses its own rendering engine and makes the calls, that's 2000 lines of code, from the basics to the things I actually need to implement.
So, maybe I should make my own voxel renderer?
EDIT: screw it, we're making a voxel engine with Three.js
Nice joke.
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Vezok wrote:Yes but Lincent is more active on the 1.0 forums, so BnS have that appeal.
longbyte1 wrote:They're all waiting on me to finish my WebGL client.
The truth is that I haven't worked on it for the past 2 months.
longbyte1 wrote:Nice joke.Lincent wrote:Nice joke.Nice joke.
shitpostttt
In all seriousness, though, I have been working on the project lately but I cannot check in code yet, especially when it's not complete and I have to fight in a couple of fronts at once (network, game, and engine).
So I was reading up on this brand new thing from Amazon called Amazon GameLift. Basically it is a way to scale your multiplayer backend, and I thought that maybe it could replace the gateway system. But there is a tiny fine print on it:
Amazon GameLift is designed to support session-based games with game loops that begin and end within a specified time period. ... Amazon GameLift is not designed to support games with persistent worlds that never reset, such as MMOs or sandbox games. Amazon GameLift is also not designed to support asynchronous turn-based multiplayer designs...So it's just for matchmaking, not for joining arbitrary servers. Better keep an eye on Amazon's Node.js instance manager then.
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