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Incheon is a general purpose low latency game server based on Node.JS and Socket.IO

Still in early development. Check back with us soon :P

Features:

  • Somewhat opinionated, letting you quickly develop your game without much hassle
  • Server to client communication:
    • Communication is all binary
    • A game engine can opt-in to which object properties are transported
  • Intelligent sync strategies for lag handling:
    • Client side prediction for player-controlled objects (snap, gradual snap)
    • Update interpolation for non-player objects
  • Provides API for dynamic game-world objects
    • game worlds with physics engines (currently only physijs)
    • game worlds with reduced-physics, which track position, velocity, orientation, momentum (linear and angular).

Things to do:

  • Allow general messages (not just world updates)
  • Input validation (check player can control ship)
  • Implement more types of lag compensation
  • Optimize what goes over the wire:
    • Only dirty items get sent, with periodic sync
    • Option to specify incremental updates
    • client to server should also be binary
  • Recording and replaying sessions
  • tests tests tests

Caveats:

  • Due to websocket limitations, only TCP and no UDP :(

Architecture

The Step Sequence

The fundamental sequence of each (client-side) step is organized as follows:

  1. [clientEngine] process inputs
  2. [clientEngine] handle all inbound messages
  3. [clientEngine] handle outbound inputs
  4. [clientEngine:gameEngine] stepCount++
  5. [clientEngine:gameEngine] physicsEngine.step
  6. [clientEngine:gameEngine] updateGameWorld: for each object->step
  7. [clientEngine] render.draw

Event List

  • preStep
  • postStep
  • objectAdded
  • server.playerJoined
  • server.playerDisconnected
  • server.inputReceived
  • client.preStep
  • client.postStep

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