Logic World Wednesdays: The Controlled Edition
This week Ive finally finished the user interface for editing your controls! [previewyoutube=hcEsP3EiXHc;full][/previewyoutube] As you can see from the video, the input system and the interface that supports it are incredibly complex. Programming it all was a very fun challenge.
Over on https://logicworld.net/, we now have a brand new site! I've been remaking the website into a bunch of separate services (coded in Go), instead of the single big application that it was before. This has the advantage of being much easier to iterate on, as there is less code that has to be compiled for a single change, as well as being easier to test since each service can be tested independently from each other. Perhaps most importantly though, is the fact that the site now doesnt require JavaScript at all. It does use JS for some stuff but only QoL improvements: the entire site is 100% usable even with all JS disabled. Im still working out the kinks on the new site, re-adding missing features, and improving the visuals, so expect lots of updates to it in the near future. Now that the new site is live, I dont have to worry about maintaining the old site, and I can focus completely on this new version.
This week I've also been working on the system that will allow you to join your friends' games. We intend for this feature to be as easy as possible to use, requiring just a single click from the user's point of view. This is achieved through UDP hole punching, which bypasses the most common NATs and in turn removing the need for you to forward any ports at all. Hole punching consists of 3 parties: a client, a server and a master server. In our case, the client is the user that wants to connect to a game, the server is the user that's already in-game, and the master server is our cloud server. When the client wants to connect to the server, it first sends a request to the master server and asks for information about the server (that has previously been registered). When this happens, the master also sends information about the client to the server, and finally they both are able to connect through the tunnel that has been established. That was a very simplified explanation, if you want more details you can check out this paper that really helped me fully understand it. The proof of concept is done: I have successfully joined another instance of Logic World running on a remote PC -- Bob, to be precise -- without any port-forwarding. The next step is to integrate this logic with the game UI and Friends system.
[ 2020-07-16 06:21:39 CET ] [ Original post ]
Editable Controls - Jimmy
This week Ive finally finished the user interface for editing your controls! [previewyoutube=hcEsP3EiXHc;full][/previewyoutube] As you can see from the video, the input system and the interface that supports it are incredibly complex. Programming it all was a very fun challenge.
New Website - Felipe
Over on https://logicworld.net/, we now have a brand new site! I've been remaking the website into a bunch of separate services (coded in Go), instead of the single big application that it was before. This has the advantage of being much easier to iterate on, as there is less code that has to be compiled for a single change, as well as being easier to test since each service can be tested independently from each other. Perhaps most importantly though, is the fact that the site now doesnt require JavaScript at all. It does use JS for some stuff but only QoL improvements: the entire site is 100% usable even with all JS disabled. Im still working out the kinks on the new site, re-adding missing features, and improving the visuals, so expect lots of updates to it in the near future. Now that the new site is live, I dont have to worry about maintaining the old site, and I can focus completely on this new version.
Hole-punching - Felipe
This week I've also been working on the system that will allow you to join your friends' games. We intend for this feature to be as easy as possible to use, requiring just a single click from the user's point of view. This is achieved through UDP hole punching, which bypasses the most common NATs and in turn removing the need for you to forward any ports at all. Hole punching consists of 3 parties: a client, a server and a master server. In our case, the client is the user that wants to connect to a game, the server is the user that's already in-game, and the master server is our cloud server. When the client wants to connect to the server, it first sends a request to the master server and asks for information about the server (that has previously been registered). When this happens, the master also sends information about the client to the server, and finally they both are able to connect through the tunnel that has been established. That was a very simplified explanation, if you want more details you can check out this paper that really helped me fully understand it. The proof of concept is done: I have successfully joined another instance of Logic World running on a remote PC -- Bob, to be precise -- without any port-forwarding. The next step is to integrate this logic with the game UI and Friends system.
Bugs Fixed This Week
- Fixed various issues with game input when there is no keyboard or mouse plugged in
- Fixed not being able to bind Keys to buttons on a gamepad or joystick
- Fixed not being able to bind Keys to mouse buttons or to scroll wheel actions
Logic World
Mouse Hat Games
Mouse Hat Games
2021-10-22
Simulation Singleplayer Multiplayer Coop
Game News Posts 106
🎹🖱️Keyboard + Mouse
Very Positive
(269 reviews)
https://logicworld.net/
https://store.steampowered.com/app/1054340 
Logic World - Linux [1.75 G]
Build. Program. Simulate. Logic World teaches you how circuits do math.
Key Features
- Digital Logic - Build circuits that work the same way real world computer chips do.
- Challenges - Solve puzzles from simple logic gates to complex machines like calculators and data storage.
- Multiplayer - Logic World is built from the ground up for collaborative multiplayer. Take on Challenges with your friends or build together freely in Sandbox mode.
- Performance - Build massive circuits and simulate them at thousands of updates per second - all without lag.
- Modding - Logic World features powerful modding tools - the same tools the developers are using to make the game.
- Online Hub - Players can upload their builds, mods, and custom challenges and share them with other players.
MINIMAL SETUP
- OS: Ubuntu 14.04
- Processor: 2.4GHz Quad CoreMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Intel HD Graphics 4000 or AMD Radeon R5 series
- Storage: 2 GB available spaceAdditional Notes: system requirements might be adjusted before release
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