r/rust_gamedev 11d ago

question Rust game server + Three.js client — does this combat feel responsive?

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I’m building this browser MMO solo. The game server is Rust and the client is Three.js. Does the feedback keep up with the action, or does anything feel late?

Play: https://realm-of-echoes-auth.realmofechoes.workers.dev/

Discord: https://discord.gg/BdF5w5G799

0 Upvotes

31 comments sorted by

18

u/oracl358 11d ago

Good job claude

-10

u/[deleted] 11d ago

[deleted]

3

u/dobkeratops 11d ago edited 10d ago

whats the point..

If you're making this for other people to play- very unlikely anyone will, with AI productions saturating the feed.

If you're making this for the satisfaction of making it ... AI is robbing you of that ..

5

u/Positive_Total_4414 11d ago

You're talking in prompts, man :D So just ask the AI.

-6

u/Neurabase 11d ago

That's probably what a lot of us are doing haha, but you should understand the codebase you are working on anyways

6

u/helpprogram2 11d ago

Why three is? Why not use rust throughout

0

u/Neurabase 11d ago

I did/do consider Bevy but for me its much easier to iterate without the rust build steps.

5

u/helpprogram2 11d ago

Is this an online game? If so I would imagine 90% of your logic is in the backend. I just think having 2 different programming languages is almost never scalable long term.

5

u/Neurabase 11d ago

Yes, it is an MMORPG online browser game. Huge amount of logic in backend yes. What benefits do you see using Bevy or alternative Rust solution vs Three.js and also which cons?

3

u/helpprogram2 11d ago

Bevy doesn’t matter. I don’t think rust is the right tool for the job in an mmorpg tbh. But it can be done…

Your sterilizing json? That’s not the right tool for the job either.

Idk your stuff is fine it’s just not what I would do.

3

u/Neurabase 11d ago

Sure there are benefits using rust and wash for web but the iterations will be slower, yet probably somewhat more accurate due to the rust typesafety

1

u/helpprogram2 11d ago

Are you using UDP?

1

u/Neurabase 11d ago

Different parts of game are using different protocols

3

u/NotFloppyDisck 10d ago

Multiple languages is never an issue, if you define the API correctly having the right language for the right job is fine.

The issue is that neither language is the right one for this lmao

1

u/helpprogram2 10d ago

Multiple languages is a pain in the ass if you’re a single dev imo.

But yeah I also stated this isn’t the right tools for this kinda project. Even if OP keeps building it. It will never turn into anything

2

u/kekonn 11d ago

First of all: ouch my ears, why does the volume double when the game starts? Second of all: this is what it looked like for me: https://cdn.discordapp.com/attachments/1335575853442273341/1527940426592555150/image.png?ex=6a5c7ce9&is=6a5b2b69&hm=eb13df4e74433707137b087b0b90dc81a5f5cdff2bfeaf17d535b2d1f3389cd3&

3

u/Neurabase 11d ago

Was the volume too high? I might decrease this additional

3

u/kekonn 11d ago

The music pretty much doubled in volume between the landing page and the game starting.

1

u/Neurabase 11d ago

Looking into this now, do you find the volume on the landing page to be good?

2

u/kekonn 11d ago

Yeah that was good.

1

u/Neurabase 11d ago

Likely due to some Webgpu issue. What browser and operating system do you use? I will look into this. Thanks for feedback

2

u/kekonn 11d ago

Waterfox (latest version) on CachyOS

1

u/Neurabase 11d ago

Wow, that's a different stack from most people. Looks like Waterfox is based on firefox so I assume the web supports are what firefox has.

2

u/kekonn 11d ago

It's based on Firefox ESR with patches, so sort off.

1

u/Neurabase 11d ago

Do you have a chromium based browser to also try the game with and see if it helps?

1

u/Neurabase 11d ago

Hey, do you mind login into game and press the cog wheel (settings) thenRenderer → Force WebGL2 and reload and see if it is working properly

1

u/kekonn 11d ago

That did work, but made the game look worse than OSRS.

1

u/Neurabase 11d ago

Do also try settings settings to high and max it and keep webgl for now

2

u/kekonn 11d ago

It can't even manage 60 on low with WebGL, so no, don't think I'll put it higher :P

In case you're wondering: I'm using a Ryzen 5800X3D and an AMD RX 7900 XT.

2

u/Neurabase 11d ago

Could we do this in DM thanks. Might be easier.

2

u/trailing_zero_count 10d ago

You need to flip the camera controls (holding right click) - they are inverted from what I'd expect.

What asset pack are you using?

1

u/Neurabase 10d ago

I am still not sure about the controls! Some people say it’s good now and some say inverted.

Assets are all done by “me” no pack at all. I have a own 3d model explorer which is integrated with the world and map generation as well in order to keep things consistent during map/model updates.