OpenVibe.Games
You are looking at revision 1, not the published revision 3.
Imported, written with AI assistance. Imported from the OpenVibe repository README and STATUS files at the cited commits, summarised with AI assistance; originally by OpenVibers. Not yet reviewed by a person.
OpenVibe.Games is Scraplandia, a persistent multiplayer physics sandbox for the browser, served at openvibe.games and play.openvibe.games.
What it does
It runs an authoritative dedicated server that clients reach over a versioned WebSocket protocol. Players spawn in Scrap City, a safe city, gather branches, stones and scrap outside the gates, craft tools and building pieces, place them in the wilds and position them with a GMod-style physgun. The stack is TypeScript everywhere, Babylon.js on the client with a WebGPU path and a WebGL fallback, deterministic Rapier physics on the server and in client prediction, and PostgreSQL 18 with optional Valkey persistence through openvibe-sdk. The world, characters, inventories, skills and props are persistent.
What it does not do yet
Mods are declarative only; executable mods are refused until sandboxed execution exists in OpenVibe.Host Stage C. There is no achievement system, and the game never builds in Host.
How it fits the network
Players are keyed by OpenVibe.Network subjects. The game publishes games.* events through OpenVibe.Events and mirrors map-editor assets to OpenVibe.Media. It deploys through OpenVibe.Host.
Status
STATUS.json's stage is "stable"; it is deployed with the pnpm-build strategy, and in production its events and the Media mirror are on.
Sources
- OpenVibe.Games README (commit c7fc696), retrieved
A persistent multiplayer physics sandbox for the browser
- OpenVibe.Games STATUS.json (commit c7fc696), retrieved
Public at https://openvibe.games and https://play.openvibe.games
Inspect these sources (retrieval times, where each was first cited, what changed between revisions)