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2023-04-11
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New release of Enion Online: a 3D multiplayer PvP battle game written in Clojure and ClojureScript; • Enemies NPCs have been added. • A simple loot system has been implemented. • A lag compensation bug has been fixed. • The ping display has been fixed. • Performance has been optimized by improving animations and implementing offscreen characters. https://enion.io
is the source available somewhere?
Not yet. I'm not sure if I'm going to release it in the near future. Things might change, though.
someone was asking in #CQT1NFF4L about managing connections for game servers and your announcement came through which is why I asked. maybe you'd have some insights to share?
Sure will do 👍:skin-tone-2:
thank you!!
Can I read somewhere about a stack technology you’ve used? Did you use js interop or some kind of wrapper?
I'm using the PlayCanvas game engine, re-frame, and reagent for the UI. I'm using the JavaScript interop library (js-interop). For the backend, I'm mainly using Manifold and Aleph. Additionally, I'm using my own async library called procedure.async.
Release 0.2.1: https://github.com/zalky/cues provides low-latency persistent blocking queues, processors, and graphs via Chronicle Queue.
For when distributed systems like Kafka are too much, durable-queue
is not enough, and both are too slow (by orders of magnitude).
This version:
1. Configurable message delivery strategy: exactly once or at most once
2. Resolves issues #1, #2, and #3
Hope it is helpful! :rightwards_hand: 🎁
https://github.com/zalky/cues
https://github.com/darkleaf/di: DI is a dependency injection framework that allows you to define dependencies as cheaply as defining function arguments. 2.2.0 Now you can define a service with a multimethod. https://darkleaf.github.io/di/test/darkleaf/di/tutorial/r_multimethods_test.html
(defmulti service
{::di/deps [::x]}
(fn [-deps kind] kind))