diff --git a/README.md b/README.md index 76a5231..6a1c3fe 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,43 @@ # mkjs -Experimantal javascript engine reimplemention of Mario Kart DS. +![mkscrn2s](https://cloud.githubusercontent.com/assets/6294155/25496279/34c8808c-2b78-11e7-90ee-b0d1350244bb.png) +**mkjs** is an experimantal javascript engine reimplemention of Mario Kart DS. Users of the application must provide their own Mario Kart DS ROM, dumped using a DS or 3DS. This project exists for entirely educational purposes. + +I'll post a demo link here when you can just slam a ROM in using a basic file selector. + +# Purpose +I started working on mkjs a few years ago to get a better grasp on a lot things, mainly for fun. Here are the key factors: + +- WebGL game engine with no dependancies. Entirely written using vanilla Javascript ES5. (will not accept contributions using libraries!) + - (exception is GLMatrix, which is required for matrix and vector operations) +- Entirely implement readers for NDS file formats, and ways to utilise them in an actual game environment. +- SSEQ (midi) music and sfx player using Web Audio API features. Supports 3D sound, and used to support doppler... +- Custom simple collision engine with swept sphere collision against quadtree partitioned triangle collision meshes. Performs well enough in javascript, but could likely be faster. +- Attempts to replicate the perfect physics and feeling of this beautiful game, through format and physics reverse engineering. +- Very clean "class" structure in ES5. ES6 port would be welcome, I might do that at some point. +- Works on many platforms, including iOS at 60 fps! + +# Current Features +The base game mostly works. A lot of the grunt work is done - the current setup shows a good prototype of the game working. + +- Nitro filesystem management for real .nds files, allowing a ROM to be provided with no changes. +- Loads and displays all courses (including battle) in some playable form. Textures, texture animations are intact. +- Functional Kart vs. World physics, using kcl files for courses. +- Work in progress Kart vs. Moving object physics (see Tick Tock Clock, Bowser's Castle DS) +- Functional AI karts that follow the same waypoints as MKDS AI. (battle and race AI modes) +- Content system for work in progress course objects, eg. routed car obstacles, moving platforms. + +# Possible Future +- UI engine +- Race Logic (checkpoints, lap count, lap tracking, race completion...) +- All course obstacles (enemies, bridge in delfino) +- Items & damage +- Particle effects format reader and renderer (no idea how these formats work). +- Custom Menus +- Battle Mode & Mission Mode +- Multiplayer (custom courses? >8 players?) +- Lots of bug fixes for collisions and format readers! + +# Multiplayer +![mkmulti](https://cloud.githubusercontent.com/assets/6294155/25496283/3c681532-2b78-11e7-86a1-9f710a9fae19.png) + +While multiplayer using a Websockets server is semi-functional, it is very simplistic and only exists for testing purposes. A future implementation would ideally connect to peers using WebRTC rather than connecting through a central server.