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MelonJS – a fresh and lightweight JavaScript game engine

216 pointsby modinfoover 2 years ago

9 comments

onion2kover 2 years ago
An example of what can be done with it - <a href="https:&#x2F;&#x2F;melongaming.com&#x2F;games&#x2F;melonjump&#x2F;" rel="nofollow">https:&#x2F;&#x2F;melongaming.com&#x2F;games&#x2F;melonjump&#x2F;</a> (hold the left mouse button down and move your mouse to play).<p>More here <a href="https:&#x2F;&#x2F;www.melongaming.com&#x2F;en&#x2F;Games" rel="nofollow">https:&#x2F;&#x2F;www.melongaming.com&#x2F;en&#x2F;Games</a>
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afavourover 2 years ago
Tree shaking, ES6 imports, yes to all of the above.<p>I tried a game engine some time ago (sadly I forget what it was called) but it bundled the entire library as soon as you tried to do the basic thing. If I recall it was over 1MB. These days JS transpires have incredible functionality for slimming down payload sizes and it&#x27;s awesome to see more and more libraries making use of it.
Mizzaover 2 years ago
Nice! Is this yours?<p>I&#x27;ve tried building a few real-time games with different implementations of these HTML5&#x2F;JS game engines, but I always hit a wall when trying to add multiplayer capabilities.<p>The main issues I&#x27;ve found is there&#x27;s never a way to get a &quot;universal&quot; X&#x2F;Y&#x2F;Z position for an object that can be accurately stored in a server that syncs with the position for players. It always tends to be ever so slightly off in a way that desyncs over time, making a stutter when the server has to force a resync. This is then compounded with collision detection physics, which these engines never do in a &quot;standard&quot;&#x2F;specified way, requiring me to reimplement their physics server side, which inevitably causes occasional game breaks from the inconsistencies - going through walls, or total desync.<p>Anybody have any suggestions&#x2F;solutions&#x2F;recommendations?
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SquareWheelover 2 years ago
There&#x27;s a Nintendo DS emulator named melonDS. If the title didn&#x27;t have a description, I would have assumed it were a JavaScript port of the emulator. That would have been cool.<p>This is cool too, though.
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dymlover 2 years ago
Thanks for sharing this. As a web dev, rather than game dev, I like that what I’ve used in web dev more and more is usable in web dev (es6, imports, rollups) etc.<p>To me, it has previously felt clunky to use older (and more mature, sure!) toolkits when building a one-day game just for fun.
acbartover 2 years ago
Can anyone speak to the difference between this and Phaser?
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Tepixover 2 years ago
Looks interesting, i also like the README and the provided demos. The development seems to have been done by a single dev for the last three years. Impressive!<p>The line-of-sight demo appears to be buggy on Firefox, however: A box behind a closer box that blocks the view is marked as red.<p>There&#x27;s no mention of networking so i guess multiplayer is not inside its current scope?
algo_traderover 2 years ago
I see they &quot;integrate with Apacha Cordova&quot;.<p>What is the state of Cordova these days for a typical reactive webapp ?
dmakover 2 years ago
For someone going from web dev to game dev, would it be better to learn MelonJS or another JS Engine or something like Unity?
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