Really not sure how to do data atm we parse on server and on client to get nice data to animate car. Saving raw bytes would be 200MB/h at ~160 packets/second. So for now to test we only save XYZ to build worldmaps saved every 1000/2 ms. Frontend still gets full telemetry at 12 packets/second.
We save the full telemetry bytes, frontend does parsing. Maybe implement Draco
- Three: Dynamic point rendering
- Nuxt: Discord oauth
- Nuxt: Usable Frontend
- Three: Little "stress" page
- Nuxt: Start of modular system for input data
- Nuxt/Three: Custom Shader frontend
- Nuxt: Simple Camera System
- Nuxt: Simple Global maps
Contributions are always welcome!
To run the production version which takes URL into consideration for callbacks and CORS and also redirects to /about
if not logged in
If you only wanna see the code for the WebGl/Three stuff there look at the assets folder.
First make sure you copy the example.env to .env
cp example.env .env
Read "Environment Variables" below
yarn Install
yarn dev
This basically implements games assets/js/games
Not really sure about this but for now, x is a uuid
/map/x
/map/x/x
/user/x
/user/x/session/x
/user/x/map/x
/c/12345
To run this project, you will need to add the following environment variables to your .env file
IOPORT
Socket.io port
URL
Url for CORS and ssl later not really implemented yet if empty defaults to localhost
PORT
App port also for CORS and stuff
JWTSECRET
Secret used for JWT, can be generated with:
node -e "console.log(require('crypto').randomBytes(256).toString('base64'));"
#or
openssl rand 256 | base64
POSTGRES
Postgres URL
DISCORDID
Discord oAuth id
DISCORDSECRET
Discord oAuth secret