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Joyrider: Run-time Level Graphics Generation Kasper Mol · Follow Published in Poki · 11
min read · Nov 11, 2024 💴 -- Listen Share
Gameplay from a Joyrider level
Hi all! Next to
my job as a Tech Lead at Poki, I like 💴 to spend some of my free time chasing my passion:
game development. I’ve been at Poki for a long time, 💴 and next to the awesome team, a
big reason for that is because I believe in web as a great 💴 destination for games.
So
far I’ve created two games with my one-man studio kokos.games: Supernova and the
freshly released Joyrider.
This post 💴 is a deep-dive into how levels (and especially the
graphics) are created for Joyrider, but before we get there, a 💴 little bit of
context:
One project leads to another
Supernova, my first project, released in early
2024
Supernova: small size, simple experience
Good conversion 💴 to play, or an as small
as possible loading drop-off, is one of the main pillars of creating a successful 💴 web
game. This is achieved by multiple things, the most important one being a small initial
file-size.
My goal when creating 💴 Supernova was centered around this idea. Basically, I
wanted to create the smallest possible game, while still providing a polished 💴 (though
simple) experience.
I would say that was a success, by using Three.js and relying on
mostly procedural graphics, the game 💴 ended up at around 200kb. And I’m quite happy with
how far I managed to push the geometric psychedelic style 💴 within this budget. The users
seem happy too, the game has a great rating of 4.5 out of 5.
Joyrider: more 💴 goals, more
better (😅)
For Joyrider, my goals were not as straightforward. The project actually
started out as an exploration of 💴 building my own ECS framework with RxJS. Originally I
intended to make a simple game again so I could focus 💴 on this framework, but somewhere
along the way I realised that I wanted to make a game that forced me 💴 to explore more
sides of the game development process such as 2D art, level design, sound design and
others.
My first 💴 prototype in the RxJS-based ECS framework
In the end I landed on the
idea of creating a bike trials game, very 💴 much inspired by a classic series: RedLynx
Trials, which I played and loved in high-school. My aim was for it 💴 to be a slightly
more casual-friendly experience while still keeping the trials vibe of controlling your
character’s weight alongside the 💴 bike’s acceleration.
The project’s scope ended up a
lot bigger than I initially intended, but since these games are personal projects, 💴 I
don’t have any deadlines to work with. As long as I enjoyed the process, I’d get there
eventually. The 💴 project took about two to three times longer to complete compared to
Supernova, and was much more challenging at times, 💴 but eventually I got it done. Don’t
be afraid to challenge yourself!
Early prototype of the game’s bike and player
During
the 💴 entire process of designing and developing the game, the conversion to play was
always in the back of my mind. 💴 This started with the choice of tech by creating my own
framework (as opposed to using an existing engine with 💴 more overhead), with PixiJS for
graphics, Planck.js (a Box2D implementation in JS) for physics and howler.js for
audio.
Run-time level graphics 💴 generation
It was important to me for Joyrider to have
some basic sense of world-building. I really wanted to have a 💴 Super Mario Bros 3 style
overworld through which the game levels and shops were accessed, and the game would
need 💴 to support various biomes. I wanted to avoid having to download too many sprites
for all these biomes and levels 💴 and keep the file-size as small as possible, but I
still wanted to have great control over the level geometry 💴 as this would be a physics
game where small changes in geometry could have a big impact.
The solution? Designing
levels 💴 with polygonal geometry, and drawing the graphics at run-time. I realised that
this could prove to be a challenge especially 💴 for mobile devices, but I had faith and
started the work.
Comparison of in-editor vs. in-game level in the final build
Step 💴 1:
Designing the levels
Before I got to worry about generating the graphics, I first
needed level geometry. Initially I intended 💴 to have my own level editor, but quickly
decided to drop that idea due to the insane scope it would 💴 add to an already big
project. While I was researching techniques of building good physics simulations, I
landed on the 💴 amazing Youtube channel of iforce2d, who not only does some insane things
with Box2D, but has also built his own 💴 editor called R.U.B.E. (Really Useful Box2D
Editor).
The editor is super powerful, fairly priced, and the creator provides a ton of
💴 tutorials on his Youtube channel. I ended up using only a fraction of the features the
tool provides, but it 💴 gave me a great foundation to build my levels. I started with a
trial and quickly decided to purchase and 💴 use the editor for the project, and I’m still
very happy with it.
A screenshot of Joyrider’s first level in R.U.B.E.
A 💴 Joyrider level
in R.U.B.E. consists of the following:
Static bodies which contain the main geometry
for the level Dynamic/kinematic bodies and 💴 joints for things like rope bridges or
moving platforms Static sensors that get translated to things like kill, finish and
💴 camera volumes Image objects which get translated into simple or complex entities in
the game engine, for things like warning 💴 signs and checkpoints
Once a level is
complete, it is directly exported from the editor to a json file. This file 💴 contains
all the information necessary for a Box2D engine to run the simulation. On top of that,
the custom attributes 💴 I’ve specified in the editor allow the passing of more
information to the game engine about things like ground material 💴 or camera volume
configuration.
Custom attributes on a body
Step 2: Getting the level ready for the
engine
Read along with the raw 💴 export of the first level here. The file that gets
exported from R.U.B.E. has a lot of info, but it’s 💴 not fully ready yet.
Translating to
game coordinates and reducing decimals
First I need to translate the coordinates to
game world space. 💴 This is a simple piece of logic that just inverts every Y coordinate,
and multiplies all X and Y coordinates 💴 by our WORLD_SPACE constant (which is
100).
While I’m doing this, I also round up all coordinates as there’s really no 💴 need
for 10 decimal places of detail. This reduces the size of the level file, leading to
savings in download 💴 time, and has the added benefit of making the merging of polygons a
bit easier in the next step.
Re-merging polygons
A 💴 limitation of Box2D is that it does
not support concave polygons. A great feature of R.U.B.E. is that it handles 💴 this issue
elegantly, and upon exporting automatically splits up your concave polygons into
multiple convex polygons. However, this makes it 💴 hard to create nice-looking graphics
on top, as those require one continuous polygon.
A concave polygon, split by R.U.B.E.
into two 💴 convex ones as you can tell from the separator in the center.
To solve this, I
have to do a pass 💴 on the exported data to re-merge the polygons where possible within a
body. To achieve this, I implemented Turf: “a 💴 JavaScript library for spatial analysis”.
This library has loads of features, but I only used one: @turf/union.
My implementation
basically comes 💴 down to brute-forcing all the polygon pairs until I’ve tried
everything. It’s not the fastest, but since this is all 💴 part of a build step it doesn’t
need to be fast, it just needs to work. You can see the 💴 relevant code here.
During this
step I also hash the resulting polygons, and give all of them a unique identifier based
💴 on this hash. This helps later on by not having to generate graphics multiple times for
identical polygons.
In the end 💴 there’s two sets of polygons per body. One for Box2D to
handle the physics, and one for the generation of 💴 sprites.
Result
You can view the
resulting level file after these changes here. The final minified level json weighs in
at 38KB 💴 before getting Brotli compressed on the Poki game CDN. I decided to ship the
levels as part of the main 💴 game bundle as they are very suitable for compression and
thus barely impact the game’s total file-size.
Step 3: Generating the 💴 world
Now that
all the level data is prepared and ready for the engine, it’s time to start worrying
about drawing 💴 the world.
Drawing the sprites
Drawing the sprites happens as soon as
somebody selects a level.
The moment that levels are generated
As a 💴 last thing before
drawing the sprites, I check the capabilities of the user’s device. Two things are
important:
Does the device 💴 support workers?
Hopefully yes! This allows doing the sprite
generation off the main thread, and helps performance greatly. But if not, 💴 I just fall
back to doing this on the main thread. Are we dealing with a mobile device, and more
💴 specifically, an iOS device?
For mobile devices I make the general assumption that
there’s less power to work with. For these 💴 devices, I lower the resolution of the to-be
generated sprite to 50%. For iOS, I lower it even further to 💴 25%, as those devices were
especially prone to crashing. Lower resolution means smaller sprites means a lower
memory footprint, means 💴 happy devices.
Now we’re all set!
The drawing logic itself is
quite straightforward. I first create an OffScreenCanvas or Canvas Element (depending
💴 on whether we’re in a worker) at the size of the polygon. Then I use the Canvas API to
draw 💴 this polygon onto the 2D context. The sprites are nothing more than a nice filled
pattern surrounded by a couple 💴 of strokes.
The ground patterns used
One ground polygon
in-editor and after generation
Easy does it! However there is one more thing to 💴 deal
with, on most mobile GPU’s, the maximum size of an image is reasonably low. To be safe,
I assume 💴 we can have no
larger than 2048x2048. Although most of the level
polygons are below this limit, not all 💴 of them are.
To fix this, I split up the image
into chunks of 2048x2048. I extract these chunks by using 💴 context.getImageData. Then I
use createImageBitmap (polyfilled as not all browsers support it) to turn this
ImageData back into a format 💴 that can be used directly in PixiJS.
An example of what
these chunks look like (for illustrative purposes I’ve set the 💴 chunk size to
256x256)
All these chunks are sent back over to the main thread, alongside the
necessary data for stitching 💴 them back together.
The resulting
are saved to
cache, keyed on the hash that was generated during the build step. 💴 In some cases same
polygon is re-used for multiple bodies and it would be a waste to do this process 💴 again
when I can just re-use the same sprite. This also improves run-time performance as the
GPU can re-use the 💴 same image as well.
Loading everything into the game
Finally, the
game entities are generated. All the chunks are combined together into 💴 a single PixiJS
container so it looks like a whole again. Next to the polygons, there’s also some other
entities 💴 to generate (such as checkpoints).
The entities are split into two types,
static and dynamic. I do this so I can 💴 destroy and re-generate the dynamic entities
once a player crashes / restarts, while keeping the static ones alive during the 💴 entire
level duration.
And that’s it, we now have a level :)
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