BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
Tiny games, everyone in them. Pick one and play with whoever is here.
GamesRust · HTMLGitHub @compusophyOnlineOwner unconfirmed
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Live multiplayer browser games in Rust and WebAssembly, with a WebGPU engine and a std-only Rust server.
Taken from the repository README
Loading the full README.
Read the full README ↗Tiny games, everyone in them.
Open the front page and pick a game (click it, tap it, or Tab and Enter). Each card shows how many people are in it right now; along the bottom, how many are online anywhere and how many visits there have ever been. The game opens over the front page and fills the screen. Everyone who opens a game is in the same world as everyone else who has it open.
In every game, Esc (on a phone, the menu button) opens the same menu: back to the game, whatever the game adds (Wandfall's spellbook and settings), a box to tell us what's broken or what you love, and the way out.
You are a small glowing snake in a dark arena shared with everyone else. Its card on the front page is the game itself, live.
Bots keep the arena busy when few people are on; they graze, dodge, and the bold ones cut across smaller snakes' paths. When people come, a bot makes room only where no one can see it go.
A wand battle royale: sixteen wizards drop onto an island on broomsticks, pick up spell cubes, and fight while a storm closes in. Last one standing wins. Its card on the front page is a match going on right now.
Bots fill the island when few people are on, so a match is always going. On a phone: a stick on the left, buttons on the right, held sideways. The practice range runs in the page itself, with dummies and lessons.
crates/server, std only: its own HTTP and WebSocket) runs
every game's world as a room in its own thread and sends each browser
only what changed in its view. It trusts no browser: what it reads is
bounded, connections are capped, every socket is pinged, and a page
that cannot keep up is let go. What players write in a game's menu
(and what goes wrong on a page) comes to it at /feedback.crates/pixels is a software
renderer (antialiased shapes, glows, a hand-drawn 5x7 font, accented
letters too) writing into one RGBA buffer that is shown once a frame.
Wandfall's island is 3D, drawn by crates/render, our own engine on
WebGPU (shaders as Rust strings), with that pixel layer over it. No
hand-written JavaScript; the page's only script line starts the
WebAssembly.crates/engine (the wire, the room every game implements, the hub's
numbers) and each game's core are shared, line for line, by the server
and the page.wyrm is the template for the next games: copy it, change the world, add a card. CLAUDE.md has the steps.
bash scripts/build-web.sh # dist/: the pages
cargo run -p secretspace-server --release -- --static dist # http://localhost:8787
Pushes deploy on their own: the server to Railway, the pages to Vercel.