Mk48.io is an online multiplayer naval combat game, in which you take command of a ship and sail your way to victory. Watch out for torpedoes!
- Install Rust Nightly (install rustup, then
rustup override set nightly-2022-08-14
) - Install
trunk
(cargo install --locked trunk
)
You may use any version of Rust that works, but only nightly-2022-08-14
is known
to be compatible.
- Enter
/client
make
or, equivalently,trunk build --release
- Deploy the server to host the client
- Enter
/server
make
to build and run a test server- Navigate to
localhost:8080
If you follow the Building steps, you have a fully functioning game (could be used to host a private server). If your goal is to modify the game, you may want to read more :)
Entities (ships, weapons, aircraft, collectibles, obstacles, decoys, etc.) are defined in data/entities-raw.json
. This
file is, however, preprocessed by node data/preprocess.mjs
into js/src/data/entities.json
which is compiled into both the
client and server. It comes with the repository, but must be reprocessed if the raw data is changed.
Each entity type must be accompanied by a texture of the same name in the spritesheet, which comes with the
repository. If entity textures need to be changed, see instructions in the sprite_sheet_packer
directory.
Both client and server rely on our custom game engine (which is present in the engine
directory).
One notable feature of the engine is an (optional) admin interface. To build it:
- Install NodeJS 14 or higher (here)
- Enter
/engine/js
make
- Deploy the server to host the admin interface
- Go to
localhost:8080/admin
- Paste the contents of
engine/game_server/src/auth.txt
, generated randomly by a build script, into the alert dialog
Many macros are utilized by the codebase. Mk48-specific macros can be found in the macros
directory,
and game engine macros can be found in the engine/engine_macros
directory. A few notable macros are:
- Mk48 entity loader (generates
EntityData
for all entity types, used by both client and server) - Game engine audio loader (generates
Audio
enum for client, with a variant per sound) - Game engine settings (generates Javascript bindings for settings structs)
- Game engine renderer layer (for composable rendering layers)
See Contributing Wiki page.