I sucessfuly ported TOP/PKO on a web game !

koinkoink

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Hey guys!

I wanted to share some recent progress on my PKO/TOP project!

I’ve successfully ported the game to a modern tech stack using Three.js, making it playable directly in a web browser.

I’ve also put a lot of work into building a more reliable database structure, as the legacy database and game server code were becoming major obstacles.

After experimenting with DX11, I realized how difficult it would be to improve the game on such an outdated foundation. That’s what pushed me to rebuild it using a modern stack.

Just to clarify: I’m sharing this as a development project, and I’ll never turn it into a PKO private server. My goal is to use what I’m building as a foundation for future projects outside of PKO.

The alpha is still an early work in progress, but you can try it here:
👉
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I’ll keep sharing progress updates here, and I may release the stack for the community to explore once it’s ready.

Feedback is welcome! 🚀

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one good point i notice , once u upgrade your current game from dx9 to bgfx or dx11+ vulkan
you will same exactly same issues u face when import top to unity, unreal or js as you do , but fixing them in bgfx client source makes u speedup process like hell because after you done upgrading it , it like blink import stuff to unity , or if want just stick and use it as multi backend render/ platforms , macos, webgl, andriod and so on
in your alpha proejct i can see clearly same issues of terrian , ocean render, path finding , fps drop while walking ,
lean/seat helper , dive inside .lmo object
yet its good work as alpha part
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Hey guys !
Thanks for your feedback, i realy appreciate that and
I will now fully work on the gameplay improvement. Also I've migrated the whole backend system
 
is it same project you talk about here?
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i guess it takes more than 36h because simple migration of bgfx rmlui took 7days for rmlui and 7-9days for bgfx but ye could be 36h "running time" and more
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what ai using there?