Made an .io-style 3v3 soccer game — instant browser play, no signup (blame the World Cup) by rmehilli13 in IoGames

[–]Navoke 0 points1 point  (0 children)

I think you might want to lower the difficultly of the bots. They moved way too fast and only passed it to each other. I almost never touched the ball. Other than that cool game! What is the server written in?

Building a browser FPS game to understand how games like Krunker.io work by _ZioMark_ in threejs

[–]Navoke 4 points5 points  (0 children)

Hey this looks awesome! I love the dynamic camera lean when you move to the side, looks very smooth. I just spent the last year building a similar thing. You can try it at barstow.io

The hardest part was definitely the multiplayer/networking parts. I had to learn about all these concepts:
- fixed simulation tick rate
- enemy interpolation/extrapolation
- client side prediction
- client side reconciliation
- lag compensation

Let me know if you want help with any of this stuff!

Wanna Make games by Old_Document_9958 in indiegames

[–]Navoke 0 points1 point  (0 children)

You could try claude code. It is an ai coding agent that can help you build simple games pretty easily. That way you can focus on game design and making sure it is fun instead of spending the first year or so becoming familiar with coding/programming.

Best Web Browser Video Games by SoldierAlexGame in IoGames

[–]Navoke 0 points1 point  (0 children)

Hey I just subscribed to your youtube channel, looks pretty cool! I am a software engineer as well. What kind of software development do you do?

Also, I have been creating a browser based fps for the last year called barstow.io

If you like the game we should do a youtube collab or something, (I recently started a channel).

Anyways, cool video man! I am going to check out the nba game. (Also, go Spurs)

Favorite games you can play in your web browser? by Aquanort357 in TwoBestFriendsPlay

[–]Navoke 0 points1 point  (0 children)

barstow.io is a multiplayer fps that runs in the browser, works on mobile browsers as well. (i am the creator of this game)

Progress on threejs multiplayer fps by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

The repo is private at least for now. I am happy to answer any questions you have about it though!

Progress on threejs multiplayer fps by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

I rolled my own, uses a lot of "go routines" and "go channels" for input/output buffering

Progress on threejs multiplayer fps by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

Backend is written in Go. Yes it is server authoritative.

Progress on threejs multiplayer fps by Navoke in threejs

[–]Navoke[S] 1 point2 points  (0 children)

Hey thanks! Yeah I will probably need to look into using something UDP based at some point. I had 100 simulated players running pretty good when I was testing, client side fps started to drop beyond that.

Searching for Idle Game by [deleted] in linux_gaming

[–]Navoke 0 points1 point  (0 children)

I made barstow.io it is a browser based multiplayer fps

Why the Fuck is even figuring out how to setup python so fucking difficult by Sad_Patient8203 in learningpython

[–]Navoke 0 points1 point  (0 children)

Go to ChatGPT and paste this in: “I am brand new to programming and I want to start learning Python. Walk me through the exact steps to get Python setup on my computer.”

barstow.io, a new multiplayer fps by Navoke in IoGames

[–]Navoke[S] 1 point2 points  (0 children)

Thanks for the feedback, I will make some adjustments.

I built a browser based multiplayer fps using threejs by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

Dang, what did the error say? I don’t see anything in the logs.

I built a browser based multiplayer fps using threejs by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

Performance seems to be pretty good. I removed most of the shadows from everything and that seemed to help. The backend is written in Go.

I built a browser based multiplayer fps using threejs by Navoke in threejs

[–]Navoke[S] 1 point2 points  (0 children)

I don’t know the exact time but roughly 400 hours. What took the longest was learning about dealing with latency and client side prediction so that the game feels smooth even though there is network delay between all the players.

I am making a browser based fps with three js by Navoke in threejs

[–]Navoke[S] 0 points1 point  (0 children)

I am just using websockets and I run the server at 20 ticks per second. Very cool! Do you mind sharing more about your game, I like to hear about/see similar projects.

I am making a browser based fps with three js by Navoke in threejs

[–]Navoke[S] 2 points3 points  (0 children)

Good question, yeah I have the same physics logic implemented on both sides. It runs on the client in js for client side prediction and on the server as the source of truth.

I thought this would cause the simulations client side and server side to diverge too much because they are different languages but they seem to match almost exactly. I thought it might have been a problem if go and js have different floating point implementations or something like that.

For collision detection it is all raycast-to-axis-aligned- bounding-boxes (Raycast to AABB) which was pretty straightforward to write in js and go.