Even though this was one of my favorite and most proud projects, I have chosen to abandon it.
It is simply not feasible to write a game in TypeScript, JavaScript or any other interpreted (scripting) language.
It is not enjoyable to work on a project where you have to constantly balance DX vs performance. Uglifying should be the optimizer's responsibility, not the developer's.
This is my last commit, I don't plan to make any others. But I do plan to remake this exact game in rust (or some other compiled programming language) using bevy (or some other game engine, or none at all).
Even with the project discontinued, you can still access and run it as you always could. The old readme can be found down below.
A Fully Open Source Game and Game Engine written in TypeScript.
Node.js for backend.
Socket.IO for API.
Canvas API for client-side rendering.
- Download code via
Code > Download ZIP
and unzip orgit clone https://github.com/Dinhero21/game-engine
via command line. - Open directory. (should be named
game-engine
) - Run
npm i
(ornpm i --dev
for development). - Run
npm start
(ornpm run start
) (ornpm run watch
for development). - Open
localhost:8080
(or the port configured inPORT
environmental variable).
(see I have abandoned this project)
There are many ways you contribute, here are some of them.
There is currently no mod support but you can always create a fork and implement your own features.
There currently is no documentation.
The server will warn you via the console when a tick
takes longer than the tick rate (12tps by default).
When the game is initialized a global variable called GamePerformance
is created that can be accessed via window.GamePerformance
To see how many times per second draw
is being called run the expression 1 / window.GamePerformance.averageDrawDelta
To see how many times per second update
is being called run the expression 1 / window.GamePerformance.averageUpdateDelta
To see how many times per second draw
could be theoretically called run the expression 1 / window.GamePerformance.averageDrawTime
To see how many times per second update
could be theoretically called run the expression 1 / window.GamePerformance.averageUpdateTime
Tip: Use Live Expressions to see the values update in real-time.