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`NoBarrierOSC` is a Node.js server (using a a set of projects mangled together) that allows all users on pageto send OSC messages to any listening application, and each other via any webkit basedbrowser via a `Node.js` webserver.
JavaScript
branch: master

A bit closer, client connects to server and connection stays alive, b…

…ut for some reason ServerNetChannel is not being informed when the client sends a message, Moved files around so that ALL NoBarrierOSC files are in the single directory

README.md

NoBarrierOSC

Everyone interact!

NoBarrierOSC is a Node.js / Websocket server (using a a set of projects mangled together) that allows all users on arbitrary webpage send OSC messages to any listening application, and each other via any modern browser including iOS/iPhone.

Demo

http://vimeo.com/17356351

Usage

Starting the server

node js/demo/server.js

Communication via browser

Although the current system seems convoluted and overly complex - it's designed so that users also stay in sync between one another:
    ///// Implement these functions in your delegate, or look at the demo and steal from those
    netChannelDidConnect: function() {},
    netChannelDidReceiveMessage: function( aMessage ) {},
    netChannelDidDisconnect: function() {},
    parseEntityDescriptionArray: function(){},
    log: function() {},
    getGameClock: function() {}


    ///// Initialize the ClientNetChannel which will communicate with the Node.js server on your behalf
    this.netChannel = new RealtimeMultiplayerGame.ClientNetChannel( this );

    ///// Send it messages whenever you want
    this.netChannel.addMessageToQueue( false, RealtimeMultiplayerGame.Constants.CMDS.PLAYER_UPDATE, {
                        x: Math.round(this._mousePosition.x*100), y:  Math.round(this._mousePositionNormalized.y*100) } );

Credits

Mario Gonzalez <mariogonzalez@gmail.com>

License

Whatever license any of the technologies used is carried over. This project itself is released under Creative Commons Attribution 2.0 license

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