my exact question
create a javascript 3d multiplayer game that uses enable3d, has
authorization with persistent storage, robust error handling,
optimized rendering for multiple players 3d characters that can jump,
run and collide with 3D objects on 3D game map.
chatGPT –
Creating a 3D multiplayer game using JavaScript with the enable3d
library, authorization with persistent storage, robust error handling,
and optimized rendering for multiple players is a complex task. Below
is a structured approach to guide you through the development process,
including snippets of code for key components.
- Project Setup
Initialize a Node.js project:
mkdir multiplayer-game cd multiplayer-game npm init -y
Install necessary packages:
npm install express socket.io enable3d three passport passport-local express-session
- Server Setup
Create a basic server using Express and Socket.io.
// server.js const express = require('express'); const http = require('http'); const socketIo = require('socket.io'); const session = require('express-session'); const passport = require('passport'); const LocalStrategy = require('passport-local').Strategy; const app = express(); const server = http.createServer(app); const io = socketIo(server); app.use(express.static('public')); app.use(express.json()); app.use(express.urlencoded({ extended: true })); app.use(session({ secret: 'your-secret-key', resave: false, saveUninitialized: true })); // Passport setup passport.use(new LocalStrategy( (username, password, done) => { // Replace with your own logic to validate the username and password if (username === 'player' && password === 'password') { return done(null, { id: 1, username: 'player' }); } return done(null, false, { message: 'Incorrect credentials.' }); } )); passport.serializeUser((user, done) => done(null, user.id)); passport.deserializeUser((id, done) => done(null, { id, username: 'player' })); app.use(passport.initialize()); app.use(passport.session()); app.post('/login', passport.authenticate('local'), (req, res) => res.send('Logged in')); app.get('/logout', (req, res) => { req.logout(); res.send('Logged out'); }); // Serve the game page app.get('/', (req, res) => { if (req.isAuthenticated()) { res.sendFile(__dirname + '/public/index.html'); } else { res.sendFile(__dirname + '/public/login.html'); } }); server.listen(3000, () => { console.log('Server is running on port 3000'); });
- Client-side Setup
HTML for Login
Create a simple login page.
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Login</title> </head> <body> <form action="/login" method="POST"> <label for="username">Username:</label> <input type="text" id="username" name="username" required> <label for="password">Password:</label> <input type="password" id="password" name="password" required> <button type="submit">Login</button> </form> </body> </html>
HTML for Game
Create the main game page.
> <!-- public/index.html --> <!DOCTYPE html> <html lang="en"> <head>
> <meta charset="UTF-8"> <meta name="viewport"
> content="width=device-width, initial-scale=1.0"> <title>3D
> Multiplayer Game</title> <style>
> body { margin: 0; }
> canvas { display: block; } </style> </head> <body> <script src="/socket.io/socket.io.js"></script> <script type="module">
> import { enable3d, THREE } from 'https://cdn.jsdelivr.net/npm/@enable3d/three-graphics/jsm/index.js';
>
> const socket = io();
>
> let scene, camera, renderer, player, players = {};
>
> const init = async () => {
> // Setup renderer, camera, and scene
> renderer = new THREE.WebGLRenderer({ antialias: true });
> document.body.appendChild(renderer.domElement);
> renderer.setSize(window.innerWidth, window.innerHeight);
>
> scene = new THREE.Scene();
> camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
> camera.position.set(0, 1.6, 3);
>
> const ambientLight = new THREE.AmbientLight(0xffffff);
> scene.add(ambientLight);
>
> // Enable3d physics
> const physics = await enable3d(scene);
>
> // Create ground
> physics.add.ground({ width: 10, height: 10 });
>
> // Create player
> const geometry = new THREE.BoxGeometry(0.5, 1.8, 0.5);
> const material = new THREE.MeshStandardMaterial({ color: 0x00ff00 });
> player = new THREE.Mesh(geometry, material);
> scene.add(player);
>
> physics.add.existing(player, { shape: 'box', mass: 1 });
>
> // Handle window resize
> window.addEventListener('resize', () => {
> camera.aspect = window.innerWidth / window.innerHeight;
> camera.updateProjectionMatrix();
> renderer.setSize(window.innerWidth, window.innerHeight);
> });
>
> animate();
> };
>
> const animate = () => {
> requestAnimationFrame(animate);
>
> // Render the scene
> renderer.render(scene, camera);
> };
>
> socket.on('connect', () => {
> console.log('Connected to server');
> });
>
> socket.on('state', (state) => {
> // Update player positions
> for (let id in state.players) {
> if (players[id]) {
> players[id].position.set(state.players[id].x, state.players[id].y, state.players[id].z);
> } else {
> // Add new player
> const geometry = new THREE.BoxGeometry(0.5, 1.8, 0.5);
> const material = new THREE.MeshStandardMaterial({ color: 0x0000ff });
> const newPlayer = new THREE.Mesh(geometry, material);
> scene.add(newPlayer);
> players[id] = newPlayer;
> }
> }
> });
>
> init(); </script> </body> </html>
-
Multiplayer Logic
Update the server to handle multiplayer logic with Socket.io.// server.js (continued)
// Player data
let players = {}; // Handle socket connections io.on('connection', (socket) => { console.log('New player connected:', socket.id); // Add new player players[socket.id] = { x: 0, y: 1.8, z: 0 }; // Send state updates to clients setInterval(() => { io.sockets.emit('state', { players }); }, 1000 / 60); // Handle player movement socket.on('move', (data) => { if (players[socket.id]) { players[socket.id].x += data.dx; players[socket.id].y += data.dy; players[socket.id].z += data.dz; } }); // Remove player on disconnect socket.on('disconnect', () => { console.log('Player disconnected:', socket.id); delete players[socket.id]; }); }); server.listen(3000, () => { console.log('Server is running on port 3000'); });
-
Client-side Movement Handling
Add player movement and collision handling in the client-side script.
// public/index.html (continued in script section)
let keys = {};
const handleMovement = () => {
let dx = 0, dy = 0, dz = 0;
if (keys['w']) dz -= 0.1;
if (keys['s']) dz += 0.1;
if (keys['a']) dx -= 0.1;
if (keys['d']) dx += 0.1;
if (keys[' ']) dy += 0.1; // Jump
if (dx !== 0 || dy !== 0 || dz !== 0) {
socket.emit('move', { dx, dy, dz });
}
};
window.addEventListener('keydown', (event) => {
keys[event.key] = true;
handleMovement();
});
window.addEventListener('keyup', (event) => {
keys[event.key] = false;
});
- Error Handling and Optimization
Ensure robust error handling and optimize rendering.
// public/index.html (continued in script section)
// Add try-catch in async functions
const init = async () => {
try {
// Initialization code...
} catch (error) {
console.error('Error initializing game:', error);
}
};
// Optimize rendering
const animate = () => {
try {
requestAnimationFrame(animate);
// Update physics
scene.update();
// Render the scene
renderer.render(scene, camera);
} catch (error) {
console.error('Error in animation loop:', error);
}
};
// Handle server errors
socket.on('connect_error', (error) => {
console.error('Connection error:', error);
});
socket.on('error', (error) => {
console.error('Socket error:', error);
});
Conclusion
This guide provides a foundational structure for developing a 3D multiplayer game using JavaScript and the enable3d library. Further customization, optimization, and enhancements can be added based on specific game requirements.
ERRORS I’m getting from the code when I run it
Uncaught TypeError: Failed to resolve module specifier
“@enable3d/common/dist/physicsLoader”. Relative references must start
with either “/”, “./”, or “../”.
how to fix this error?