Play on ALL your favorite devices! As long as they're somewhat modern and have a web browser that also is.
https://3dcycles.armanelgtron.tk/
(source code)
Edit: Please see this post for more details.
Armagetron - Web Browser Re-write
Armagetron - Web Browser Re-write
Last edited by aP|Nelg on Sun Apr 05, 2020 6:29 am, edited 1 time in total.
Re: Armagetron - Web Browser Port
Holy Crap!
This is the best thing posted here in years. Camera settings need some work but otherwise it's amazing. Great job!
This is the best thing posted here in years. Camera settings need some work but otherwise it's amazing. Great job!
Re: Armagetron - Web Browser Port
What? How?
Re: Armagetron - Web Browser Port
Nice!!! But I can't connect to any server, is that still in progress? Or what does one have to enter?
GluGGsel greets
Re: Armagetron - Web Browser Port
Wow, this must have taken you some time.
Playing since December 2006
Re: Armagetron - Web Browser Port
Okay okay... This was a sort of an April Fools joke announcement, though it's not that much of a joke outside of calling it a "port". This is a full re-write (which I have called 3DCycles) that's heavily inspired by Armagetron. It's not fully compatible with Armagetron.
Let's start at the network code:
Pure Javascript without plugins, a proxy bridge, or something similar can't utilize full UDP connections. That includes the UDP connections that connecting to an ArmagetronAd server would require. To be honest, I don't really understand the Armagetron network code regardless. 3DCycles network code currently fully uses WebSockets which is a TCP-based system. Ideally, I'd like to utilize TCP for messages that should arrive in order and doesn't matter if it arrives late/out-of-order (perhaps including chat), and UDP for messages like constant cycle updates.
In other words, 3DCycles network code is completely incompatible with Armagetron's network code at the moment. (It also doesn't really work as well as Armagetron's.)
Settings-wise, cycle acceleration tends to be a little faster than it should. There's plenty of other missing settings (one of the largest being SPEED_FACTOR) as well. It lacks a language file for now. It offers some zones support, including some sty+ct and/or +ap specific zones like rubber, speed/acceleration, and balls. It can draw ShapePolygons but they don't fully work. Teams are not currently supported.
Oh yeah, there's a few settings specific to 3DCycles, but I'll document those at some point.
Let's start at the network code:
Pure Javascript without plugins, a proxy bridge, or something similar can't utilize full UDP connections. That includes the UDP connections that connecting to an ArmagetronAd server would require. To be honest, I don't really understand the Armagetron network code regardless. 3DCycles network code currently fully uses WebSockets which is a TCP-based system. Ideally, I'd like to utilize TCP for messages that should arrive in order and doesn't matter if it arrives late/out-of-order (perhaps including chat), and UDP for messages like constant cycle updates.
In other words, 3DCycles network code is completely incompatible with Armagetron's network code at the moment. (It also doesn't really work as well as Armagetron's.)
Settings-wise, cycle acceleration tends to be a little faster than it should. There's plenty of other missing settings (one of the largest being SPEED_FACTOR) as well. It lacks a language file for now. It offers some zones support, including some sty+ct and/or +ap specific zones like rubber, speed/acceleration, and balls. It can draw ShapePolygons but they don't fully work. Teams are not currently supported.
Oh yeah, there's a few settings specific to 3DCycles, but I'll document those at some point.
Re: Armagetron - Web Browser Re-write
Wow, This is awesome, Nelg. Great work!
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Re: Armagetron - Web Browser Re-write
Nice. I'm glad someone is keeping the classic April tradition alive.
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Re: Armagetron - Web Browser Re-write
This is incredible!