Hello again guys!
So this post isn’t really about jme, but it is pretty interesting I think so I figured I’d share. Also I need a few playtesters
As the story goes, a few weeks back I got a university seminar assignment to make something in WebGL. Not anything as substatial as you see below was required but I’m prone to going overboard with this sort of thing despite basically working with matrices and my bare hands instead of a rendering engine.
Oh and it’s completely server authoritative, which was really important to me as an excercise, but also as a good practice I guess.
@pspeed I’ve also put your drop shadow idea to use, albeit with just doing it in the material shader for every tank since they’re the only moving thing. The rest of the shadows are blender cycles baked.
Well funny thing though, unlike a post about a jme game you can actually go play this one right now here: http://warzonegame.chickenkiller.com. So aside from WebGl supporting jack shit in terms of advanced shader features this is still a really cool way to deploy with none of that Steam complicating and access to a wider audience. Btw server is on Scaleway and is Amsterdam based so it may not be best ping-wise for the Americas, so take that into your calculation.
It also technically runs on phones really well since the shaders and meshes are lightweight but the gui may be a bit broken and it needs a mouse and keyboard to actually send any inputs so at best you can spectate.
I feel like it would be really interesting to make this scale horizontally with one master matchmaker server starting actual game instance subservers for each match, but I have no idea how that would even bind together to a port on the same physical server with only one IP. Anyone ever heard of how that is generally done?