MagicThree
Template/Demo FPS SHOOTER HANG3d reborn
Using power of Three.js, ammo.js. MagicThree is nice class sorted top level of threejs and ammo.js lib. Magic-three use the new version threejs 149. [JS type of script module variant with last version of three.module.js]
Extreme interest facts:
No spending times on build, magic-three use type module in browser.
Using themes without scss - also no build.
Combination Three.js vs ammo.js is last physics solution from three.js project.
Using webRTC for networking/multiplayer brings video chat/stream in same time.
Description
Magic-Three is First Person Oriented but can be used for any other case of app flow.
No build needed, just copy/paste for both dev and prod mode.It is the module type of script. Nice fit with npm modules also works direct in browser.
Custom magic Map loader. All 3d objects comes from map.
No package.json [if this repo become npm package then will be back] In folder ./backend we have package.json to import deps (npm i) for server part. Run in folder ./backend cmd: npm i and npm run magic for host and broadcaster.
Must be fully PWA [cache, server compression, image format webp etc...]
MultiLang support [async load JSON MultiLang file avoid loading all multiLangs]
*Networking *
based on webRtc multiRTC3 library. Signaling server, video chat or stream to texture.
Basic example: FPS Player controller [bullet , collision]
Frontend -> Three.js, Ammo.js
Backend -> Node.js, MultiRTC3
Main gameplay template FPShoter: Hang3d Reborn
import Application from './Application.js';
import config from './config.js';
import myGamePlayMagicMap from './public/assets/maps/free-for-all.js';
let App = new Application(config, myGamePlayMagicMap);
Client Config
const config = {
cache: false,
stats: false,
camera: {
fov: 60,
near: 0.1,
far: 2000,
order: 'YXZ'
},
map: {
sky: {
enabled: true
},
background: 0xbfd1e5,
floorWidth: 200,
floorHeight: 200,
gravityConstant: 17.5,
directionLight: {
color: 0xffffff,
intensity: 5
},
ambientLight: {
color: "rgb(250,250,250)"
},
meshShadows: {
castShadow: false,
receiveShadow: false,
computeVertexNormals: false
},
blockingVolumes: {
visible: false
}
},
playerController: {
type: 'FPS', // FPS | orbit
movementType: 'velocity', // velocity | kinematic
cameraInitPosition: {x: 0, y: 0, z: -80},
movementSpeed : {
forward: 8, backward: 6,
left: 8, right: 8,
jump : 11, jumpLimitInterval: 2000
},
physicsBody : {
visible: false,
radius: 2,
mass: 10
},
bullet: {
mass: 2,
radius: 0.1,
power: 100,
bulletLiveTime: 1000
}
},
networking: {
broadcasterPort: 9001,
broadcasterInit: true,
// domain: "maximumroulette.com",
domain: "localhost",
networkDeepLogs: true,
/**
* masterServerKey is channel access id used to connect
* endpoint p2p. Multimedia server channel/multiRTC3 used.
*/
masterServerKey: "magic.three.main.channel",
runBroadcasterOnInt: true,
broadcasterPort: 9001, // 9010,
broadcastAutoConnect: true,
broadcasterSessionDefaults: {
sessionAudio: true,
sessionVideo: false,
sessionData: true,
enableFileSharing: true,
},
stunList: [
"stun:stun.l.google.com:19302",
"stun:stun1.l.google.com:19302",
"stun:stun.l.google.com:19302?transport=udp",
],
getBroadcastSockRoute() {
return getProtocolFromAddressBar() + getDomain()
+ ":" + this.broadcasterPort + "/";
}
}
}
Blocking Volumes implemented for map - map.objMtlsArray : Nice for walls and env staff. Forced simple cube physics body with mass = 0.
Frontend
Frontend done in script type "module" ant it's so powerfull. No build time lost and you can use direct import/export syntax.
List of top level *CustomEvents *:
"config.map.blockingVolumes.visible" - if QueryString.dev == "true" (URL param ?dev=true)
"onMyDamage"
"onDie"
"onFire"
"hide-blocker"
"multi-lang-ready"
"addToOnlyIntersects"
Explanation in next update...
Initially video stream is deactivated.
Manage this from config :
broadcasterSessionDefaults: {
sessionAudio: false, // IMPORTANT
sessionVideo: false, // IMPORTANT
sessionData: true, // IMPORTANT
enableFileSharing: true,
Backend part based on multiRTC3.
For now only signaling pricipe is implemented. If you wanna start host server and broadcaster[webRtc] then:
cd backend
npm i
npm run magic
Setup in backend/magic-three.server.js your own domain: If you put "*" in public server someone can use your web app cross domain. This will be automated in future.
// res.setHeader('Access-Control-Allow-Origin', '*');
// res.setHeader('Access-Control-Allow-Origin', 'https://localhost:9001');
res.setHeader('Access-Control-Allow-Origin', 'https://maximumroulette:9001');
I force default browser port 443! To make all works fine (CORS problems). For localhost cert also better https. For public server you need classic ssl setup.
Navigate (most simple way to fix localhost cert problem is to click advanced -> Proceed to localhost (unsafe)) https://localhost/public/module.html
If still networking not work then goto: https://localhost:9001/ click advanced -> Proceed to localhost (unsafe)
Finally when you see html text:
**********************************************************
* MatrixNet version: 0.2.0 *
* Type of network - BROADCASTER *
* Source: https://github.com/zlatnaspirala/matrix-engine *
**********************************************************
Server is allowed for localhost.
After all goto https://localhost/public/module.html Must work now. You can easy manage paths. Default is https protocol and also recommended in multiplayer mode.
Dev stage
Easy running also on VPS:
https://maximumroulette.com/apps/magic/public/module.html
Features
Dynamic Cache/Worker, add to home screen. [pwa]✅
Graphics/Physics scene ready.✅
Add 3d object loaders [fbx, collada].✅
Script compression bash script.✅
Basic FPS controller✅
Adding map pack principle.✅
Net Players.✅
Tested on android12 devices.✅
Real Day time - sky(shaders) done + wip envelop shaders adaptaion lights.⏳
Add account options REST API [rocketCraftingServer]. singin , leaderboard. Only client part no need backend i already have running rcs on maximumroulette.com. ⏳
Net Shared objects +.⏳
Neutral enemy [bots] +.⏳
Map [] ⏳
Working example:
let map = {
breakable: [
{
name: "myBreakAbleBox1",
mass: 100,
scale: {x: 2, y: 5, z: 2},
pos: {x: 3, y: 1, z: 1},
quat: [0, 0, 0, 1],
matFlag: 'Black' // new
}
],
boxs: [
{
name: "myMidBox1",
net: true,
mass: 10,
scale: {x: 5, y: 5, z: 5},
pos: {x: 0, y: 1, z: 20},
quat: [0, 0, 0, 1],
matFlag: 'Bronze'
}
],
tubes: [
{
name: "myTube1",
mass: 1000,
scale: [5, 5, 20, 32],
pos: {x: -20, y: 1, z: -80},
quat: [0, 0, 0, 1]
},
{
name: "myTube2",
mass: 1000,
scale: [5, 5, 20, 32],
pos: {x: 20, y: 1, z: -80},
quat: [0, 0, 0, 1]
}
],
torus: [
{
name: "myTorus1",
mass: 1000,
scale: [10, 3, 16, 100],
pos: {x: 30, y: 1, z: 1},
quat: [0, 0, 0, 1]
}
],
pointLights: [
{
name: 'l1',
color: 0xff0040,
radius: 2,
intensity: 150,
pos: {x: 30, y: 12, z: 10},
helper: true
},
{
name: 'l2',
color: 0xeeee40,
radius: 2,
intensity: 510,
pos: {x: -30, y: 12, z: 10},
helper: true
}
],
objMtls: [
{
path: 'assets/objects/env/wall1.obj',
name: 'myWall_1',
pos: {x:-100, y:-0.5, z:-42}
}
],
objMtlsArray: [
{
path: 'assets/objects/env/wall1.obj',
name: 'myWall',
instances: [
{pos: {x: -100, y: -0.5, z: -62}},
{
pos: {x: 52.8, y: -0.5, z: 86.5},
rot: {x: 0, y: 90, z: 0}
}
]
}
]
};
export default map;
*More info about PWA *⏳
I have performance stable at ~90% value. I load extra fbx animation 22Mb to test little more better. Image formats like WebP and AVIF often provide better compression than PNG or JPEG, which means faster downloads and less data consumption. I use freeware GIMP he had a webp format support for exports.
*Lighthouse screenshot: *
No need for PWA at dev/localhost work. In final time you can use .prod.js compressed files to make full optimised app with better preformance.
MultiLang [strings]
Only on startup for now:
addEventListener('multi-lang-ready', () => {
byId('header.title').innerHTML = t('title');
byId('player.munition.label').innerHTML = t('munition');
...
});
*Networking [WEBRTC/IOSOCKET] *💫
I use classic broadcester from matrix-engine-server/visual ts [multiRTC3]
Every player send own net.connection.userid.
Type of gameObject boxs map loader have support for net emit. ⏳
Explanation of FPS used concept
Local Player have no any visual objs , only main three.js camera follow player position and look direction.
Net Player [remote player] have visualization with FBX animation. Net rotated only for Y axis for now.
Local Player have physics body ball who is moved from physics world on that way we got all collision problem fixed.
Net Player have no physics body also no any collision objs i use raycaster from three.js in net player case On that way i got optimised and precise situation with netplayer handling.
Credits && Licence
https://threejs.org/
https://github.com/kripken/ammo.js/
In Assets i use great https://mixamo.com/
Mobile controller used from https://github.com/KEY4d-LAB/crypto-art-town
Networking based on https://github.com/muaz-khan/RTCMultiConnection
Font wargames used from https://www.dafont.com/wargames.font
Audios , Great staff at https://gamesounds.xyz/?dir=OpenBundle https://gamesounds.xyz/OpenBundle/LICENSE.txt
More
Most effect dimanic thermes with native css and control from javascript
Using css vars from vars.css.
**
Script:**
import {setCssVar} from "./utility.js"
export class MagicTheme {
Light() {
console.log('THEME LIGHT SET')
setCssVar("--bg", "#6b6b6b33")
setCssVar("--text", "hsl(1, 20%, 100%)")
setCssVar("--text2", "rgb(0, 0, 0)")
setCssVar("--err", "orangered")
setCssVar("--bgBlocker", "rgba(150, 150, 150, 0.9)")
setCssVar("--bgTransparent1", "rgba(0, 0, 0, 0.1)")
setCssVar("--LG1", "linear-gradient(87deg,#ff6f00,#b5830f,#df494b,#fff,#fff,#e90b0f)")
setCssVar("--mainFont", "Accuratist")
}
Dark() {
setCssVar("--bg", "#0d2d4e")
setCssVar("--text", "hsl(0, 0%, 100%)")
setCssVar("--text2", "rgb(255, 253, 192)")
setCssVar("--err", "red")
setCssVar("--bgBlocker", "rgba(10, 10, 10, 0.9)")
setCssVar("--bgTransparent1", "rgba(0, 0, 0, 0.1)")
setCssVar("--LG1", "linear-gradient(87deg,#00b3ff,#510fb5,#49cbdf,#000000,#000000,#1d0be9)")
setCssVar("--mainFont", "stormfaze")
}
Green() {
setCssVar("--bg", "#000")
setCssVar("--text", "hsl(107.39deg 82.83% 47.02%)")
setCssVar("--text2", "rgb(42 199 49)")
setCssVar("--err", "red")
setCssVar("--bgBlocker", "rgba(10, 10, 10, 0.9)")
setCssVar("--bgTransparent1", "rgba(0, 0, 0, 0.1)")
setCssVar("--LG1", "linear-gradient(87deg,#10f30f,#fff,#10f30f,#000000,#10f30f,#000000)")
setCssVar("--mainFont", "WARGAMES")
}
constructor() {
addEventListener("theme", (e) => {
this[e.detail]();
})
}
}
Implementing account for GamePlay platform based on RocketCraaftingServer
fetch("http://maximumroulette.com/rocket/login", {
"headers": {
"accept": "application/json",
"accept-language": "en-US,en;q=0.9,ru;q=0.8",
"cache-control": "no-cache",
"content-type": "application/json",
"pragma": "no-cache"
},
"referrer": "http://maximumroulette.com/apps/my-admin/",
"referrerPolicy": "strict-origin-when-cross-origin",
"body": "{\"emailField\":\"zlatnaspirala@gmail.com\",
\"passwordField\":\"123123123\"}",
"method": "POST",
"mode": "cors",
"credentials": "omit"
});
Problem with > 100Mb file size upload on github use this link for fbx animations
(prepared in blender) you can open it in any 3d editor: https://drive.google.com/drive/folders/194gsNMBvljJgK_2nyM4paA-veBZl8_Tf?usp=sharing
Update deps
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