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Neon Rocket 2.0.0 — open-source preview
Pre-release
Pre-release
Neon Rocket 2.0.0 — open-source preview
A browser car-soccer prototype with a procedural Three.js arena, RocketSim WebAssembly solo and private rooms, three rule-based opponents, a separate Rapier spectator mode and historical Cannon evaluation tools.
Distribution
- Source repository: client, authoritative server, native bridge and tests together.
- Static demo: solo only, three opponents, no multiplayer backend. Self-host the Node server for private rooms and live spectator mode.
- Pinned RocketSim source build, supplied native runtime and complete third-party notices.
Release preparation
- Corrected malformed socket-message handling, self-join arena destruction and stale opponent sessions after departure.
- Added bounded room/connection/message admission, event rates, pending-allocation cleanup, stale-input neutralization, room expiry and explicit browser-origin policy.
- Default server bind is loopback; public hosting is an explicit operator choice.
- Geometry-aware metrics cohorts preserve historical data rather than mixing incompatible arena/protocol results.
- Clean GitHub clone: install, native artifact check, 244 tests, static export passed.
- CI Linux/Windows/macOS on the initial implementation commit passed: https://github.com/airope/neon-rocket/actions/runs/35264457339
- Public Pages deployed successfully: https://github.com/airope/neon-rocket/actions/runs/35264878000
- Actual Chrome at https://airope.github.io/neon-rocket/ passed 42 checks across the three solo opponents, including movement, boost/camera and no backend/HTTP/console errors. Public manifest matches the clean-clone export.
- The downloadable solo ZIP contains that same export and full notices. Serve it over HTTP (for example
python3 -m http.serverfrom the extracted folder); ES modules are not intended forfile://opening.
Known limits
This is a preview, not a production-scale service. Physical gamepad/mobile hardware is unverified. The current live Rapier contact-derived statistics are not reliable comparative measurements; see docs/VERIFICATION.md. Bots are heuristics, not trained neural policies, and can play long/stalled matches. There is no supplied public multiplayer service, uptime guarantee or automatic SQLite retention. Follow docs/SELF_HOSTING.md for operator requirements.