A multiplayer Babylon.js demo with synchronized client and server-side physics simulation using WebSockets.
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.
Developers and hobbyists interested in multiplayer 3D game development, server-side physics simulation, and Babylon.js advanced features like NullEngine.
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.
Multiplayer BabylonJS game with Server and Client-Side physics engine synchronization
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Provides a practical example of running Babylon.js on Node.js without rendering, enabling authoritative physics simulation as described in the README.
Demonstrates real-time synchronization of 3D world state between multiple clients and a server using WebSockets, with a live demo available for testing.
Offers insights into running parallel physics engines on client and server, useful for learning multiplayer game architecture and authoritative simulation.
Includes a publicly accessible demo at http://185.82.21.82:8700, allowing immediate testing without local installation, as noted in the README.
Lacks interpolation for smoothing network delays, causing visible jumps in game state as admitted in the README, which limits real-time smoothness.
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.
Mechanics like jumping are described as 'hacked in' in the README, indicating a lack of robust implementation and potential instability.
Requires separate installation and running of client and server processes with manual TypeScript compilation, adding setup complexity compared to integrated solutions.