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Multiplayer

Yahasi edited this page Jul 6, 2026 · 2 revisions

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Multiplayer

Nova has a basic TCP server/client with a shared scene and in-app chat. Multiple clients can join one server, and each player sees the others as a small moving avatar.

Setup

Choose your session in the setup wizard:

  1. Session modeonline.
  2. Network role → host a Server or join as a Client.
  3. World → the server Creates or Loads a world; a client just joins.
  4. Network → the server's listen port, or the server's IP + port on the client.

A client that joins a server downloads the host's world automatically.

The server is the world authority

  • The server sends the full world to joining clients — large meshes are split into chunks for reliable transfer — then streams live edit deltas, graphics-setting changes, and physics updates.
  • Clients can fly around and inspect, but only the authority mutates the shared world. A connected client can open the editor to select and inspect, but its changes never affect the shared world.

What syncs

  • World & edits — the full world on join, then per-edit deltas (spawn / move / delete / property changes) and F2/F3/F4/F6 graphics toggles.
  • Physics — each body the authority moved streams its full state (position, orientation, and velocity); clients dead-reckon and smoothly ease toward it, so objects fall, roll and tumble in sync (not frozen between updates). The player's own gravity runs locally for every peer. See Physics.
  • Textures — a textured object's PNG bytes stream to peers so a client without the file still sees it (both on world sync and on a live edit/spawn). See Textures.
  • Players — each peer's position and facing (avatar), and chat messages.

Chat

Press T to open chat (online only). It's a contained, word-wrapped, scrollable box that never bleeds over the HUD: Enter sends, Esc cancels, PgUp/PgDn or ↑/↓ scroll the history. See Controls.

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