matrix-engine
Version:
basic_timeline improved, VT func setup vide html element id with name arg.- DISABLE RAYCAST DEBUG TEST [2.3.3] Fix for GUI win desktop [2.3.0] DestrucMesh solution & loading convex objs for physics BASIC, SpriteAnimation CPU/texture solution added, Improv
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Markdown
Folder ./networking is server part for old variant of matrixEngine networking.
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### Networking [1.8.0]
Folder `networking/` containe Backend stuff based on Node.js. This folder have own package.json (matrix-network).In basic it is a signaling server who give as features like videoChat, multiplayer data flow etc.
Networking based on webRTC. If you wanna use `multiplayer mode` you need to run intro
folder `networking/` next commands:
```js
npm i
node matrix-server.js
```
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#### Networking also can be used for video chat
Matrix server is broadcaster/signaling server based on NODE.js
Perfect for serverless methodology.
- See example matrix_chat_room.js
#### Networking minimal example
```js
export var runThis = (world) => {
world.Add('pyramid', 1, 'MyCubeTex');
world.Add('square', 1, 'MyColoredSquare1');
// Must be activate
matrixEngine.Engine.activateNet();
// Must be activate for scene objects also.
// This is only to force avoid unnecessary networking emit!
App.scene.MyCubeTex.net.enable = true;
App.scene.MyCubeTex.net.activate();
App.scene.MyColoredSquare1.net.enable = true;
App.scene.MyColoredSquare1.net.activate();
// Just call it normally
App.scene.MyCubeTex.position.SetZ(-8);
App.scene.MyColoredSquare1.position.SetZ(-8);
};
```
It is perfect solution webGL vs webRTC. Origin code used `broadcaster class` from visual-ts game engine project.
If yor wann inject your own client config:
`matrixEngine.Engine.activateNet(CustomClientConfig);`
Also matrix-network support inject method intro yor own custom server logic part.
Example for this case:
https://github.com/zlatnaspirala/matrix-engine-starter/blob/8fccc3ba5d4aa21b7c24794251a2fceed97cbb30/projects/matrix-roulette/scripts/roulette.js#L208
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