Daniel Jorge
@danieljpgo
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3d multiplayer achieved internally
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object pooling and ArrayBuffer + V8 doing magic nearly 4k enemies, all with physics, collisions, and more at 60hz
after a few months on hold, I’m making a final push to have a version ready to release performance is great, mobile browsers are handling it like a charm, and there’s still room to squeeze out even more with object pooling and other optimizations
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ngl, kinda addicted
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with a bit of math, you can do anything
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after a few months on hold, I’m making a final push to have a version ready to release performance is great, mobile browsers are handling it like a charm, and there’s still room to squeeze out even more with object pooling and other optimizations
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podem não gostar do @levelsio, mas ele trouxe a atenção para web game dev novamente isso é ótimo na web dá para ter/criar experiências completamente diferentes de qualquer outra plataforma abrir um link e começar a jogar, compartilhar score/build, multiplayer local e muito mais
progressing fast character selection, customizable attributes, experience collectibles of different sizes/values, and a HUD with more character/game info in a few days, will be live
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progressing fast character selection, customizable attributes, experience collectibles of different sizes/values, and a HUD with more character/game info in a few days, will be live
new year, back to game development for fun now working on the wave system + enemy spawn, which will be the core of the gameplay loop
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new year, back to game development for fun now working on the wave system + enemy spawn, which will be the core of the gameplay loop
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