
The tech stack behind a browser RTS
Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.
Tag
Development posts tagged web-workers. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
4 posts

Five stack choices and what each one charged: a physics engine never allowed near the simulation, a renderer whose failure mode is a blank white map, and 1,266 files with no upstream maintainer.

An eight player free-for-all ran at 3 to 15 frames per second. The plan blamed combat. The computer opponents turned out to be nine tenths of the work.

The neutral monsters on every map were owned by player two, which is the seat a third player would sit in. That turned out to be the easy half of it.

When four hundred units meet, deciding what they do and drawing them take turns. This is what had to be true before those two jobs could stop competing.