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Game Engine

IMPORTANT: I have abandoned this project

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.


built with Codeium

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.

Installing

  1. Download code via Code > Download ZIP and unzip or git clone https://github.com/Dinhero21/game-engine via command line.
  2. Open directory. (should be named game-engine)
  3. Run npm i (or npm i --dev for development).
  4. Run npm start (or npm run start) (or npm run watch for development).
  5. Open localhost:8080 (or the port configured in PORT environmental variable).

Contributing

(see I have abandoned this project)

There are many ways you contribute, here are some of them.

  1. Request a feature by writing a comment here.
  2. Submit bugs by creating a new issue here.

Modding

There is currently no mod support but you can always create a fork and implement your own features.

Documentation

There currently is no documentation.

Performance

Server-side

The server will warn you via the console when a tick takes longer than the tick rate (12tps by default).

Client-side

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.