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rivercut

v0.1.44

Published

A game engine built around deepstream.io

Downloads

101

Readme

Rivercut

A game engine built around deepstream.io.

Features

  • A built in gameloop using node-gameloop.
  • State syncing using your models (Note, there are some restrictions on how this works)
  • Promise wrappers for deepstream functions where applicable
  • Observable wrappers for deepstream events where applicable

Installation

npm i rivercut

Usage

Coming soon.

Server

Note: If you don't need a server, you might be better off using deepstream by itself.

The server portion of the engine has a customizable game loop and state syncing.

Client

The client portion of the engine will work with your server models to do state syncing.

Creating a Game

You can either host your own deepstream instance, or sign up for deepstreamHub.

Other

Model Sync Restrictions

  • It's advised to sync objects only, giving each object a uuid (using uuid or some other way to identify your objects), since syncing arrays can work, objects are easier to maintain.

  • You can sync models, but they can't have any imports that don't work on client and server. So, importing something like lodash in your model will be fine, but importing any code that's server specific will break on the client. You will want to keep your models thin, and move any needed logic elsewhere.

Permissions

You'll need to generate a token and allow token authentication. The token should have this for the server data:

{
    "hasAuthority": true
}

You'll need to have your deepstream permissions set up differently for this to all work right. See ds.permissions.yml for what they should look like.