I already publish a nice real-time multiplayer example before, but this is different.
- It uses Electron on the server-side to be able to debug the physics.
- Geckos.io for fast (unordered and unreliable) messages.
- And TypeScript.
I already publish a nice real-time multiplayer example before, but this is different.
Hi! This seems pretty awesome.
On a more relevant note, thanks for your valuable contributions Yannick. Honestly if I hadn’t found all your code whilst researching which game engine to use, I may have never picked Phaser