Small demo here : NotBlox.online
Hosted on an european server, there is no client side prediction, so the game may be laggy if you are far from the server.
- W : Forward
- S : Backward
- A : Left
- D : Right
- Space : Jump
- Mouse Left click : Rotate screen
- Multiplayer
- Only TypeScript
- 3D Physics (Rapier.js)
- Vanilla Three.js
- Server Authoritative
- ECS (Entity Component System) with Network Sync (NetworkComponent)
Delta Compression(needs rework)- Interpolation
- Fast to load (small assets)
- Shared code between server and client (useful for component replication)
- Trimesh Collider
Browser games are fun, but most of them are Unity WebGL exports that take a long time to load. I wanted to create a simple multiplayer game engine using Three.js and my own ECS. This project has in mind to be a simple and fast game engine that can be used to create simple multiplayer games with the modularity of ECS.
I'm thinking about creating a GTA-like game with this engine. It would be a simple game with a city, cars, and players. The game would be server-authoritative, and the server would be able to spawn cars, NPCs, and other entities. The game would be a simple sandbox game where players can interact with each other and the environment. Inspiration : https://github.com/swift502/Sketchbook
Comment the NODE_ENV=production
& FRONTEND_URL
line in the back/.env
file
It should look like this :
# NODE_ENV=production
# Comment to run in development mode
# FRONTEND_URL=https://www.notblox.online
# Only accept websocket connections from this URL
# Comment to accept connections from any URL
cd back
npm install
npm run dev
Comment the NEXT_PUBLIC_SERVER_URL
variable in front/.env.local
, it will default to localhost
It should look like this :
# NEXT_PUBLIC_SERVER_URL=https://www.notblox.online
# Only accept websocket connections from this URL
# Comment to accept connections from any URL
cd front
npm install
npm run dev
Go on your browser to http://localhost:4000/
Maps are GLB/GLTF files. The back-end approximates a Trimesh Collider based on the map, which is rendered on the client.
To change the map, update the URL in back/src/scripts/defaultScript.js
:
new MapWorld('https://myaudio.nyc3.cdn.digitaloceanspaces.com/aqsworld.glb') // Change this URL to your map
You can host your assets for free using GitHub and Githack. Here's how:
- Create a repository on GitHub, e.g., Notblox-Assets.
- Use Githack to serve your assets via CDN: Setup Githack.
Then, update the URL in defaultScript.js
:
new MapWorld(
'https://rawcdn.githack.com/iErcann/Notblox-Assets/d66f6da91bb7f025c90aa9f6eb24b99e997efa38/BasicWorld.glb'
) // Change this URL to your map
For local testing, place the map .glb under the front/public/assets
folder and use:
new MapWorld('http://localhost:4001/BasicWorld.glb')
Make sure to run the front-end with npm run dev
to serve the local file.
1. Apply All Transforms
- Press
CTRL-A
and select "All Transforms" to apply all transformations.
2. Clear Parents
- Press
A
to select all objects, thenALT-P
and choose "Clear Parent" to remove all parent relationships.
3. Export with Compression
- Choose GLB/GLTF export.
- Activate compression.
Is it better design to store event effects within an Entity itself, or within a system?
If you are using event queues anyway, you can also do them properly. With one global EventManager system which receives all events. Systems can subscribe to events they are interested in and then the EventManager will put those events into their event queues.
Component
can also be aNetworkComponent
. This means it can be sent over the network to be replicated by the clients.
// Shared component between client & back
export class ColorComponent extends NetworkComponent {
constructor(entityId: number, public color: string);
deserialize(data: SerializedColorComponent);
serialize(): SerializedColorComponent;
}
The back-end need to pass some events; This is achieved with the event components (example: EventColorComponent
) that are only used once per ECS loop and then removed from the EventQueue entity.
// Creating a color change event on the back
EventSystem.addEvent(new ColorEvent(yourEntity.id, '#FFFFFF'))
It can be received by any system, here ColorEventSystem
:
The ColorComponent
is updated:
export class ColorEventSystem {
update(entities: Entity[]) {
const eventColors = EventSystem.getEvents(ColorEvent)
for (const eventColor of eventColors) {
const entity = EntityManager.getEntityById(entities, eventColor.entityId)
if (!entity) return
const colorComponent = entity.getComponent(ColorComponent)
if (!colorComponent) return
if (colorComponent && eventColor) {
colorComponent.color = eventColor.color
colorComponent.updated = true
}
}
}
}
The component is replicated by the client with the SyncComponentsSystem.ts
, then it uses the front-end version of SyncColorSystem
to actually change the color of the mesh, you could incorporate more checks here depending on other components
export class SyncColorSystem {
update(entities: Entity[]) {
for (const entity of entities) {
const colorComponent = entity.getComponent(ColorComponent)
const meshComponent = entity.getComponent(MeshComponent)
if (colorComponent && meshComponent && colorComponent.updated) {
meshComponent.mesh.material = new THREE.MeshPhongMaterial({
color: colorComponent.color,
})
}
}
}
}
Discord https://discord.gg/aEBXPtFwgU 👀
San Andreas Map : https://skfb.ly/oJSPS
Kenney Assets https://www.kenney.nl/
There have been some modifications of Notblox running online to promote cryptocurrencies, it is not made by me
The point of notblox was to show a demo of a multiplayer 3d game with three.js, fully open-source
The only version I run is notblox.online, all the other modifications are made by third-parties