Blog about Real-Time Strategy Game in ClojureScript and WebGL
rts-blog : A blog about creating an RTS in WebGL
Blog about Real-Time Strategy Game in ClojureScript and WebGL launched on April 25, 2017 with 7 votes, #1,130 of 3,007 launches that month and more than 50% of that year's launches. The site was still online in September 2026, 9 years on.
What it does
I am creating a real-time strategy (RTS) game in WebGL and ClojureScript . This is my blog about the process. I made the mistake of not documenting my development initially, but I will start now (25.04.2017) and try to look back on the code I've already written. If you want to comment on this blog open an issue per topic or find an existing one on the GitHub repository. I might attach issue comments to the blog later using this process . Initially the game was written in JavaScript with Babel, the ES2015 and beyond to ES5 compiler. I switched (more or less complete rewrite) to ClojureScript because the mutable state everywhere was becoming a mess, for hot code reloading and because Babel…from emnh.github.io
Does a similar job
all alternatives →- IMI made a browser-based RTS game2022 · battle-of-flags.com · ▲212
I've posted this game here before, hopefully a repost is fine as the game has changed quite a bit (improved AI, improved mapeditor, much quicker gameplay, etc). Game is based on JavaScript/Canvas and WebSockets. On the browser side the map is pre-rendered (as a background image), just the mobile units/buildings and animations are dynamically rendered. The lobby server is made in node.js, but the game server is C++ for performance reasons (mainly the pathfinding). I found the C++ WebSocket libraries out there to be too difficult to use so I made my own based on the rfc. Overall I…
I wrote my own RTS game engine in C2021 · github.com · ▲1,102An OpenGL RTS game engine written in C. Contribute to eduard-permyakov/permafrost-engine development by creating an account on GitHub.




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