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Posted

I've been hard at work porting CO to the web. Making a custom JS client and JS server based on Redux.

Here's what I have so far:

  • Web client (Three.js) + Bun server (WebSockets)
  • Redux-style binary packet protocol
  • Accounts + bcrypt + SQLite
  • 4 classes (Trojan, Warrior, Archer, Taoist)
  • Map rendering
  • Multiplayer (spawn / despawn, see others)
  • Walk / run / path / jump
  • Monsters spawn + simple AI
  • Inventory + equip armor/weapons
  • 3D C3 characters + animations
Posted

Hmm would it actually be playable without a delay, or that's just a hobby project for exploration ? in any case impressive work!

Posted
2 hours ago, xFranko said:

Hmm would it actually be playable without a delay, or that's just a hobby project for exploration ? in any case impressive work!

It's pretty realtime so far! We shall see if it's actually playable with lots of people later on. In any case, it's mostly just a hobby project. I thought it would be cool to be able to play Conquer in the browser. 😛

Posted

I only worked on weapon attachments today. Took a while to figure it out! It was easy to get the weapon attached in idle pose, but to get it animating when the player walks, runs, and jumps required some effort. Here's how I ended up solving it:

1. Store the body's boneNames order when loading character
2. Pass this order to your function when processing motion files
3. Use positional matching: MOTI chunks are ordered the same as body file's PHY chunks

Posted

I'm actually thinking that if you play games through web pages, you need to load a lot of resources for the first time. Is this really suitable for this game? Because I remember all previous H5-type games, their resources were loaded lazily. First, some small resources were given, and then they were loaded on demand after entering the game, including textures and actions. I don't think business is difficult. What is difficult should be the game experience.

Posted
11 hours ago, kennylovecode said:

I'm actually thinking that if you play games through web pages, you need to load a lot of resources for the first time. Is this really suitable for this game? Because I remember all previous H5-type games, their resources were loaded lazily. First, some small resources were given, and then they were loaded on demand after entering the game, including textures and actions. I don't think business is difficult. What is difficult should be the game experience.

The architecture already supports lazy loading. I'm planning to implement HTTP Range requests to download only the WDF index (~200KB) initially, then fetch individual assets on-demand as needed. This should give the fast initial load and progressive texture/model loading you're describing, just like other H5 games do.

Posted
12 hours ago, Omicron said:
12 hours ago, Omicron said:

I didn't want to make this public yet, but I have been cooking up something similar...

Effects are functional but the morphing around the weapons are still a WIP. 

 

took me awhile to get effects almost synced up geometrically but still not perfect. some of dx8 color stuff doesn't translate well to webgl so i've had a fun time trying to replicate the original 'color'. but do have gpu skinning instead of cpu skinning 🙂

 

 

Posted
15 hours ago, xFranko said:

Wow best one I have seen so far! Is this tied to a backend ?

it is. i'm working on them somewhat simultaneously while referencing eo source, cptskys' projects and a few other things. 

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