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2d mode #86
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YES DEFINITELY! I think http://hughsk.github.io/topdown-physics/ by @hughsk one use case is for non-webgl clients to be able to view + edit simple On Mon, Jul 29, 2013 at 5:48 AM, Julian Gruber [email protected]:
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Also would be rad for multiplayer where a 2d game can interact with a 3d game. Like a commander dropping resources for players in the 3d game. :D |
yeah, topdown-physics will work for one game I'm thinking about, another games needs gravity (maybe that could be added?). So how would I start about that? Would I write a wrapper around topdown physics and canvas three.js that had the same API as voxel-js? |
Or is it more like the 2d part is an extra thing that should be easy to integrate into an existing voxel project? |
Just trying to figure out the best way to write 2d games leveraging as much modules as possible |
I think http://crtrdg.github.io/ is a good start in terms of organization |
@juliangruber you should start out trying to write either a topdown or isometric 2D renderer - firstly, that'd be sweet :) You'll also get a better idea of how to plug into voxel before diving straight into making a game! Using voxel for 2D stuff would work for certain types of games - definitely try it, but if you're struggling maybe look into crtrdg? It's also worth noting that there's a bunch of really useful modules related to the project that aren't voxel-specific, e.g. ndarray/aabb-2d/spatial-events/kb-controls. So there's ways to use/contribute to the project without using the engine directly. I'm working on a wiki of general-purpose game modules, if you're looking for stuff you can use :) |
I was wanting to use it to generate 2d maps with infinite worlds |
would it be a smart thing to code a 2d mode plugin for voxel and use that to create a 2d game while still using the awesome voxel ecosystem?
Or is that a huge waste of cpu and browser compatibility and causes unnecessary complexity?
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