The commentary makes this just premium!
arguscypher
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Yes, it's connecting to a server and is always syncing with the server. There's no client side smoothing which is why you can notice the jitter.
Client server architecture is the simplest on the web. It should possible to use WebRTC for p2p but none of the libraries I am using has an API available for that at the moment.
It was a few hours, pretty much did everything other than the broiler plate required for window, sockets, load and display images images under 7 hours on the last day. Had plans to work on it for the 2 weeks prior but had extremely limited time during the week after work and no time on the weekends.
I almost did not submit anything but then on the last day was like ok let's see how far I can get. So that's why the only thing to do in the game is walk about.
Yep, was using a vec4 for color in the C++ code and was using a vec3 in the shader code.
Oh and I was changing the element buffer object data without a VAO bound. https://www.khronos.org/opengl/wiki/Vertex_Specification says you should not, though it still seems to work just fine everywhere I could test.
It's supposed to look like the cover image ( I am using FireFox on Windows). On Android the map and player don't display properly (textures look skewed ). I wrote the renderer from scratch last night, so I am probably messing up an order of operation or not calculating byte offset properly somewhere
Send me a screenshot of the console if you can, usually it will throw up errors there if you setup opengl options incorrectly.