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Outburst 3D
 Node Knockout 2011
The team

Ari Þór Arnbjörnsson
Flash Developer at Rovio

Eiríkur Heiðar Nilsson
Web Developer at Gagnavarslan

Sveinn Björnsson
Student at Margmiðlunarskólinn

Ægir Þorsteinsson
Web Developer at Landsbankinn
Our mission

Real time multiplayer game
3D in the browser
Share code between server and client
Have fun!
DEMO
WebGL

HTML 5 Canvas element
OpenGL ES 2.0
Shaders


No support in IE
THREE.JS
https://github.com/mrdoob/three.js/
Models

Maya     OBJ    JSON




         JSON
Multiplayer
NodeJS Server - Websocket
Best Practices …in 48
          hours
Authorative Server
Client shares server code to predict
movement
Lag compensation on server
Compression
The packets
                Input state – 25
                p/sec
     Client                           Server



               World state – 25
               p/sec


Inputs and gameplay are evaluated 50 times per second
Input packet
World packet
Shared code

Server (NodeJS) and client (browser) run
Javascript


… or rather CoffeeScript
Player state



Shared code

Input state

         New player
         state
Lag compensation
Packet sizes

For a single player:
 Input: 137 bytes
 World: 2093 bytes
25 times per second is ~50 kibi/sec
Simple delta compression
Compression results

World: 2093 => 691 bytes
 33% of original size
Input: 137 => 35 bytes
  26% of original size
Bandwidth: ~50 => ~20 kibi/sec
Future optimizations

Round floating point numbers
Delta optimize the derivative of some
fields
Binary JSON (when browsers add
support)
Conclusion
Web Standards are awesome
CoffeeScript on server and client is awesome
Sheep are awesome
V8 is awesome
Real time multiplayer is hard
48 hours go by FAAAST…

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