Thanks everyone for trying it! I didn't expect this much traffic, so sorry for the hiccups along the way.
- Streets and buildings come from OpenStreetMap using OpenFreeMap vector tiles. The server decodes the tiles and builds 3D models of the buildings that can be destroyed.
- The map is rendered using MapLibre, and the tanks, buildings and debris on top using three.js.
- The server simulates the physics at 30 Hz and is the single source of truth. The browser predicts movement of the player's tank to make the controls feel real-time.
- The state of the damage to the buildings is stored in Postgres. When a player has demolished a building, it remains destroyed for all other players who visit it afterwards.
- The lighting is modelled after the real sun position based on player location. Tokyo can be dark while the sun is still up in New York.
Fun idea but horribly laggy. Just driving down a street and I would get bounced back constantly and make very little progress. Ping was showing up as much as 5000ms
as an active osm contributor and community member and io games enjoyer i love this.
if the author is readin this by any chance pretty please improve the attribution placement, projects like this are whats bringin interested people in to help us build a better open map for everyone <3
It keeps saying "Your connection dropped. Let’s get you back out there." after a few seconds, then returns me to my spawn point. I don't see any bad HTTP status codes in the network tab
Can you make it a little more resilient on Wifi + 4G? I would really like to try this, it seems fun
Also, incorporating elevation data would also be really cool
Nice! Are tanks spawned at the last picked location? I picked my hometown as I wanted to demolish a friend's house, and I was surprised to find 2 tanks there (it's a random small city in Europe).
I also have the bug where it keeps respawning me to the starting point after ~30 seconds
Real people, no bots :) If you join with the default option, you're dropped near where other players are already fighting, so you'll usually find company
- Streets and buildings come from OpenStreetMap using OpenFreeMap vector tiles. The server decodes the tiles and builds 3D models of the buildings that can be destroyed. - The map is rendered using MapLibre, and the tanks, buildings and debris on top using three.js. - The server simulates the physics at 30 Hz and is the single source of truth. The browser predicts movement of the player's tank to make the controls feel real-time. - The state of the damage to the buildings is stored in Postgres. When a player has demolished a building, it remains destroyed for all other players who visit it afterwards. - The lighting is modelled after the real sun position based on player location. Tokyo can be dark while the sun is still up in New York.
if the author is readin this by any chance pretty please improve the attribution placement, projects like this are whats bringin interested people in to help us build a better open map for everyone <3
Can you make it a little more resilient on Wifi + 4G? I would really like to try this, it seems fun
Also, incorporating elevation data would also be really cool
I also have the bug where it keeps respawning me to the starting point after ~30 seconds
Bye bye, ballroom!