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multiplayer-babylon-js-game

MITTypeScript

A multiplayer Babylon.js demo with synchronized client and server-side physics simulation using WebSockets.

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112 stars20 forks0 contributors

What is multiplayer-babylon-js-game?

Multiplayer Babylon JS 'Game' is a demo project that synchronizes a 3D physics-based world between multiple clients and a server. It uses Babylon.js's NullEngine to run physics simulations server-side without rendering, enabling authoritative server control over the game state. The implementation showcases real-time synchronization via WebSockets, with both client and server independently simulating physics.

Target Audience

Developers and hobbyists interested in multiplayer 3D game development, server-side physics simulation, and Babylon.js advanced features like NullEngine.

Value Proposition

It provides a practical example of implementing authoritative server physics in Babylon.js, which is rare in open-source demos, and demonstrates real-time multiplayer synchronization with a focus on simulation accuracy over network optimization.

Overview

Multiplayer BabylonJS game with Server and Client-Side physics engine synchronization

Use Cases

Best For

  • Learning server-side physics simulation with Babylon.js NullEngine
  • Building multiplayer 3D demos with WebSocket synchronization
  • Experimenting with authoritative server architectures for games
  • Creating tech demos for real-time client-server state management
  • Studying physics engine synchronization in networked environments
  • Developing simple multiplayer arenas with basic controls

Not Ideal For

  • Production multiplayer games requiring network smoothing and lag compensation
  • Teams needing a complete gameplay framework with matchmaking and advanced features
  • Projects focused on high-performance graphics rendering, as it prioritizes physics simulation over visuals
  • Beginners looking for a plug-and-play solution due to separate client-server setup and manual compilation

Pros & Cons

Pros

Server-Side NullEngine Demo

Provides a practical example of running Babylon.js on Node.js without rendering, enabling authoritative physics simulation as described in the README.

Real-Time WebSocket Sync

Demonstrates real-time synchronization of 3D world state between multiple clients and a server using WebSockets, with a live demo available for testing.

Educational Physics Synchronization

Offers insights into running parallel physics engines on client and server, useful for learning multiplayer game architecture and authoritative simulation.

Live Demo Access

Includes a publicly accessible demo at http://185.82.21.82:8700, allowing immediate testing without local installation, as noted in the README.

Cons

No Network Interpolation

Lacks interpolation for smoothing network delays, causing visible jumps in game state as admitted in the README, which limits real-time smoothness.

Minimal Gameplay Implementation

The 'game' is just an arena with basic ball controls and no objectives, making it more of a tech demo than a playable game, as described in the README.

Hacked-In Features

Mechanics like jumping are described as 'hacked in' in the README, indicating a lack of robust implementation and potential instability.

Complex Local Setup

Requires separate installation and running of client and server processes with manual TypeScript compilation, adding setup complexity compared to integrated solutions.

Frequently Asked Questions

Quick Stats

Stars112
Forks20
Contributors0
Open Issues0
Last commit3 years ago
CreatedSince 2017

Tags

#babylon#server-side-rendering#babylon-js#3d-graphics#game-development#demo-project#node-js#multiplayer-game#physics-simulation#websockets#physics-engine

Built With

T
TypeScript
B
Babylon.js
W
WebSockets
N
Node.js

Links & Resources

Website

Included in

Babylon.js339
Auto-fetched 9 hours ago

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