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I am dabbling in WebRTC and creating a One To Many feature. Note that I am not a seasoned developer and basically learning as I go. I was wondering if, down the line, I can incorporate PixiJS into my WebRTC for things like lower 3rds graphics or other graphic related things? If so, any additional suggestions for using Pixi with WebRTC is certainly appreciated?
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Hi, another new chess variant, this one comes from Thailand and is called Makruk. Hope you'll like it! jerome post: http://www.jocly.com/makruk play it: http://www.jocly.com/#/play/makruk attached: 2d and 3d skins + cheat sheet
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A nice JavaScript canvas 3d dice class A pure canvas 3d Rolling dice has been released today by me. It has Object Oriented JavaScript Class. It can take images for each side and a number on which it has to stop. Have a look at it and grab your copy here https://codecanyon.net/item/dice-game-object-oriented-core-javascript-canvas-3d-dice/22174656?s_rank=9 Thank you Have fun with games
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Hello All! We just launched open beta version of our multiplayer dice game Phone Dice and would love to share this with the community. This is an adaptation of the street version of the dice game "Craps", more commonly known as "Street Craps" or "Street Dice". Users can play both in solo and multiplayer modes, using in game money that can be won in bonus rolls, solo play rolls or against other people live. In case one ends up without any in game cash, there is the opportunity to buy from the in app store. The game rules are based on street dice which are as follows : Solo Play: 1) Bet money 2) 1sth throw: with 7 or 11 you win the money, with 2,3 or 12 you lose the money, the rest (4,5,6,7,8,10) become the point. 3) After the first throw, the roller keeps shooting until either the point or a 7 is rolled. The point is the winning roll, and 7 is the losing number (since 7 is the number that can be rolled with the most available combinations). Online Play: 1) Rules are same like solo play with the difference that both players shoot dice in the beginning with the highest scorer becoming the roller. The game was built using HTML, CSS and JS all the way. Phone Dice Google Play Link Note: We decided for this week to only distribute on android. We will be up in the App Store soon. Thank you!
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Hi I am building a WebRTC multiplayer game. I want to use the HEADLESS mode but it doesn't seem to work? i set rendering to HEADLESS but it still renders. How do you actually use it? Also, is there a solution to not stop the update loop when tab change or window is minimized? If your curious to what I'm doing, here is my progress so far:
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Hello community, I was amazed by the number of positive feedbacks and forks of my tutorial about creating multiplayer game using eureca.io and phaser (original topic available here http://www.html5gamedevs.com/topic/8296-tutorial-creating-a-basic-multiplayer-game-with-phaser-and-eurecaio/ We use eureca.io for about two years in internal and client projects, but since now it only supported XHR and websockets which are more than enought for many multiplayer cases, but now that webrtc is becoming more and more popular, I decided to include it in the new release. So what's eureca.io ? eureca is a bidirectional RPC library designed with simplicity in mind. and there is nothing better than some code examples to illustrate how simple it is This is an eureca server exposing a echo() function var eurecaServer = new Eureca.Server();eurecaServer.exports.echo = function (msg) { console.log(msg);}And this is an eureca.io client calling the server var eurecaClient = new Eureca.Client({uri:'ws://localhost:8080'});eurecaClient.ready(function (serverProxy) { //echo() function is executed in the server serverProxy.echo('hello from client');});The client can also expose a function eurecaClient.exports.alert = function(msg) { alert(msg)}And server can send an alert to the client when the client connect or when the client call echo eurecaServer.onConnect(socket) { var client = socket.clientProxy; client.alert('Alert from server : I see you just connected');}//now we modify the initial echo functioneurecaServer.exports.echo = function (msg) { console.log(msg); var client = this.clientProxy; client.alert('Alert from server : I see you just called echo()');}Now suppose the server expose a function which return a result eurecaServer.exports.add = function (a, { return a + b;}Here is how you call and get back the result in the client side eurecaClient.ready(function (serverProxy) { serverProxy.add(5, 10).onReady(function(result) { console.log('5 + 10 = ', result); })});those are only some examples of eureca.io features. Other cool features - Easy authentication : prevent client from calling server without being authentified with a custom server side function you define - Integrates with expressjs - Supports all those transport layers : engine.io, sockjs, raw websockets, Faye, Browserchannel and WebRTC! - Seamless return results + easy way to return from nested calls - Completely free and Open source A note about WebRTC is mainly designed for peer to peer communication, but eureca.io use it for client/server communication (thank's to https://github.com/js-platform/node-webrtc) unlike websocket, WebRTC can be used as reliable or unreliable transport layer and this make HUGE difference in multiplayer game developement, because unreliable protocoles are very fast, and in many cases, losing some packets is not problematic for multiplayer games. In the present version there is a limitation, WebRTC server cannot be used on windows (because tha package we rely in do not support windows yet). Browser side is also limitted to the browsers supporting WebRTC : Firefox, Chrome and Opera (IE do not support WebRTC yet) So how can I write a game server if my developpement environnement is on Windows ? Easy, eureca.io transport switching is transparent to the developper, you only change one configuration parameter in the client and server side. so you can write your code with any supported transport layer on windows, and switch to WebRTC for production. let's take the multiplayer thanks tutorial code, and change it so it support webrtc 1 - Edit server.js Replace this code var eurecaServer = new EurecaServer({allow:['setId', 'spawnEnemy', 'kill', 'updateState']});With this one var eurecaServer = new EurecaServer({transport:'webrtc', allow:['setId', 'spawnEnemy', 'kill', 'updateState']});2 - Edit ./js/tanks.js Replace this code var eurecaClient = new Eureca.Client();with this one for reliable WebRTC var eurecaClient = new Eureca.Client({transport:'webrtc'});or this one for unreliable WebRTC var eurecaClient = new Eureca.Client({transport:'webrtc', reliable:false, ordered:true, maxRetransmits:1});//you can tweek parameters as you wish3 - Done ! Want to build a production environement for your multiplayer game using nodejs ? here is a tutorial about how to build a self monitored nodejs server : http://ezelia.com/2014/ubuntu-nodejs-varnish-monit-en Licence Eureca.io is under MIT license, this is one of the less restrictive open source licenses, so use it as you wish . Fork it modify it, contribute use it in your free or commercial project, there is no restriction as long as you respect the MIT license. Get eureca.io visit the website http://eureca.io/ or npm install eureca.ioDocumentation it's still not complete, but a big part is covered, http://eureca.io/doc/ There is also a lot of examples provided with the source code Source code https://github.com/Ezelia/eureca.io I'm still working on the documentation of this new release, but I'll try to make a new multiplayer game tutorial using WebRTC as soon as I find some spare time. Hope this will help community to build amazing HTML5 multiplayer games Comments and suggestions are welcome.
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My first try to HTML5 is a WebRTC game. i used webrtc datachannel to build a peer to peer network between players browsers. as firefox won't let me create datachannels without audio/video streams, this game only works with google chrome. still need a little work,. i'l ltry to put on my website next week. move with Arrow keys and kick the ball with "x" key. as this game is a peer to peer game, if a player with slow network or faraway from you, join your room, it will make the game laggy and unplayable, how ever i have no idea how internet connections actualy are at other countries. in my country at least won't work. this is more like a demo of webrtc datachannel instead of a game GAME URL: http://riskygear.com/game1-html5-soccer-realtime-multiplayer
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Hi, after hexagons, here comes the amaaaaaazing circular #chess http://www.jocly.com/modern-circular-chess
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Hi, we released a new game on Jocly platform: Penguin Soccer Here is a short presentation video: As discussed in a previous Chess 3D topic, we worked on RAM use optimisation. We tried to get very low poly meshes. We first designed high res penguins, then retopology to create low poly caracters with texture baking. In the end we get very light scene and a much smoother user experience. We can also now make our own sky environnement: the moon, stars and boreal are a 3D scene rendered to 6 images for a cube projection. Hope you'll like it! jerome
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Hi! Just released a new game with 2D and 3D skins. This is called Mana: http://www.jocly.com/node/343 To play, it's here: http://www.jocly.com/jocly/hubquick/mana Includes an experimentation: face detection on video webrtc communications. A bit strange but fun Presentation: Thanks!
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Hi there, we just released what we think is one of the very first fully functional WebRTC applications: video chat in WebGL 3D environment. Here is a very short video that shows the result: Video chat is available for all the games in live mode, and 3D integration for Yohoho, Chess and Draughts: http://www.jocly.com/node/339 We also share some code: http://www.jocly.com/node/338 Thanks for reading, jerome