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Qwop game
Qwop game












To make the game playable, each joint on QWOP's body had to have constraints (you can't, for instance, bend your knees backwards). Getting the physics to work was incredibly difficult. We use Google Cloud Firestore to store and update the leaderboard at the end of each round.įor performance and fast load times, the JS bundles for the host (big-screen) and controller (each player's phone) are compiled and served separately, so no extra dependencies are shipped to the client. On the backend, the realtime core of the game relies on a server running socket.io, which keeps track of the game lobbies and serves as a message broker between clients. The physics engine we used is a JavaScript port of Box2D called planck.js, coupled with our own rendering engine based on an HTML5. The frontend of the project is build in React, with Zeit's next.js framework for routing, server-side rendering, and styling (CSS-in-JS). The game also has a global leaderboard, which displays the top 5 farthest runs at the end of every match. To play, everyone opens the site on their phones, one person opens it on a web browser connected to a big screen, each person types in the game code and picks their control, and you're off to the races. Making the controls of the original QWOP even more infuriating, in netQWOP, four separate people are each responsible for controlling one part of QWOP's body: swinging out or in his thighs and calves. NetQWOP is a version of the original QWOP designed for friends. Typically, QWOP will flail down the track for a couple meters before landing in an emphatic faceplant, at which point you lose the game. It's a simple game-sprint a hundred meters straight forward-with a twist: you have to control each muscle in your legs individually. One of our favorite old Flash games is QWOP.














Qwop game