The Bongle Times

dispatches from bongle.io

engineeditorwebsite

update: portals, packages, and single player

new bongle update.

  • portals! navigate users between different games/projects with client.transfer. cool hub worlds to come? see the docs for details and examples.

  • packages! the /create page has a new "packages" section alongside "projects" and "avatars". a "package" is an independently reusable bundle of scripts and or assets that can be installed in projects.

    • packages can be big or small! as small as a blueprint, or a model, or as large as a reusable gameplay module
    • a "build and shoot" package is coming soon!
  • experimental: single player games! use config({ server: false }) to author a game that doesn't run a server.

    • the matchmaking() api has become config({ server: { maxPlayers: 16 } }). for now the hard max is 32 players. this will be revisited over time!
    • note that at the moment some functionality like persistence doesn't play nice with single player games, yet
  • fog! control it with the setEnvironment api, see the docs for usage info.

  • changed the math library from "mathcat" to the new "math". projects will need to change imports from import { ... } from 'mathcat' to import { ... } from 'math'

  • renamed ScriptContext ctx.nodes to ctx.scene. if you are adding something to the scene via e.g. ctx.nodes.root, rename to ctx.scene.root

  • updated the blockbench version in the editor. includes a handful of mobile improvements! see the blockbench commits.

  • fixed some issues with block icon rendering on webgl

  • performance improvements for streaming chunks on larger maps

  • some fixes for light calculations not properly propagating sky light

  • clients now locally predict light updates. so client side block change predictions don't have wrong lighting for a brief moment until the server sends correct light, it is immediately correct.

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