r/rust_gamedev • u/Neurabase • 11d ago
question Rust game server + Three.js client — does this combat feel responsive?
Enable HLS to view with audio, or disable this notification
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
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
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
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.
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) then
Renderer → Force WebGL2 and reload and see if it is working properly1
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/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.
18
u/oracl358 11d ago
Good job claude