π Hello! We've made a multiplayer golf game using ThreeJS
All feedback is welcome! We're aiming to improve the game design at the moment
Play GolfParty.io! A multiplayer golf game
46 messages Β· Page 1 of 1 (latest)
π Hello! We've made a multiplayer golf game using ThreeJS
All feedback is welcome! We're aiming to improve the game design at the moment
Play GolfParty.io! A multiplayer golf game
very fun game.
I would like see my character send the ballπ
maybe a bit more shadow and texture
so i've been wanting to ask this questions. what are you guys using for the multiplayer. i've tried socket.io and firebase real time db and i still get lag when i play across countries due to server placement, even when i do everything on the client side...
i'm thinking to try peerjs now, so that's why i asked this
We just use WebSockets. Send the "world state snapshot" 15~ times a second. We then use snapshot interpolation to smooth it all out.
We don't actually run any physics on the client, it's just playing back what the server sends - this works well in golf as there is little input (you do get a slight delay)
Decent library to get started
https://github.com/geckosio/snapshot-interpolation
I would like see my character send the ball
Would you mind explaining this for me?
see the golf player like in mario golf, but perhaps it's not your game concept
hmm i read this method in valve's blog too
ill try to implement it
It really depends on the type of game you're making
how do you get the sound? it's from stumble game.
and i cant play or create room ?
Haha - We must have great taste in music packs π
You're having issues getting into the game?
yes i cannot play or create room at all.
how do you get the music packs? or do u have resources i can use as well
If you google "Casual Music Pack" or search the Unity asset store there will be a few π
What happens when you click play / create room? Anything at all - do the buttons not work?
Do you have the map in the background displaying?
i have the map displaying, it just button dont do anything when i click
oh nice, i just knew about the unity asset store.
do u have other resources of store i can look into, im just entering game dev
i can use the asset into threejs right? since it's just scene or 3d model
You might need to export & convert models
@little ingot May I ask what browser you're using? Wondering how to fix the buttons not working
brave brower.
now i can play, it's auto assigned room to tuto
Very cool!
Hi, I need you project source file. git repo? what?
I'm afraid the project is not open-source
just WOW! This is a serious gaming experience! Congratulations!!!! SO fun to play. Loved it!!!
I really like this, great work π
well, you want to work with them
Hi @sudden mauve, excellent game! I have a couple of questions.
How do you render the tracing tail behind the ball?
Also, what do library do you use for the physics on the server?
PhysX on server & https://github.com/spite/THREE.MeshLine
Thank you @sudden mauve I'm making a golf simulator
also been playing with MeshLine
your game is seriously fun!
Ooo! Nice stuff π What physics you using?
I've only just started the physics, it can currently only roll on a flat green and there is no hole capturing. I was using bullet but I might check out PhysX now that I've seen how well yours is working. I had not considered the idea of running the physics on the server so that was very interesting to me.
For your hole capture, do you simulate that physically or do you have some conditions and then animate the capture?
Depending on what you're after, a particle system might also be a reasonable choice for the ball trails. You could have particles that don't move, get randomly generated along straight lines behind the ball, and fade over time.
yes I've considered that @solid ginkgo as I get an artifact with my effect from the start position. I think it can also be solved by adjusting the UVs of the alphamap though
Yeah, I see what you mean; there are definitely a whole bunch of different ways of doing it.
If I was to start again I'd try Rapier https://rapier.rs/
Physics on server was mainly to lighten-up the client, though a bad internet connection can create lag
Fast and cross-platform physics engine
When a ball comes close to a hole, we capture it in a "black hole" where force is applied towards the hole - more arcady
Rapier looks good, any specific reasons why you might prefer it?
Physics on server is also a necessity for any (competitive) multiplayer game so it's not a bad habit to get into.