21 repositorios
Mechanisms for real-time state synchronization across multiple clients.
Distinguishing note: Focuses on the synchronization layer for collaborative applications.
Explore 21 awesome GitHub repositories matching web development · Multiplayer Synchronization. Refine with filters or upvote what's useful.
This project is a programmable, high-performance drawing engine designed for building collaborative whiteboards, diagramming tools, and infinite canvas applications. It provides a reactive graphics runtime that manages complex canvas interactions, viewport animations, and input handling through a unified signal-based API. The framework is built on a schema-driven data store that maintains application state in a strictly typed, centralized record system, enabling efficient UI updates and persistent data management. The engine distinguishes itself through a highly modular architecture that supp
Enables real-time multiplayer state synchronization with support for custom user data.
RPCS3 is a C++ application that functions as a software environment for executing and managing PlayStation 3 console titles on desktop operating systems. It operates by translating proprietary console hardware instructions and graphics commands into formats compatible with modern computer hardware, allowing for the execution of original game software. The emulator distinguishes itself through a comprehensive suite of tools for managing game libraries, applying software patches to modify performance characteristics, and tracking the compatibility status of individual titles. It includes integr
Synchronizes network sessions across multiple instances to facilitate real-time multiplayer interactions between users on different devices.
OpenRCT2 is an open-source reimplementation of a classic amusement park management simulation engine. It functions as a cross-platform engine that modernizes the original game, enabling it to run on contemporary operating systems while maintaining full compatibility with legacy assets and data files. The project distinguishes itself by providing a comprehensive multiplayer simulation server that supports cooperative, real-time park management and construction across multiple connected clients. It utilizes a deterministic lockstep networking model and a centralized action-based validation syst
Enables cooperative, real-time park management and construction across multiple connected clients in a shared, persistent environment.
This project is a cross-platform, open-source emulator designed to execute handheld gaming software on modern desktop and mobile hardware. By recreating the original console environment and system libraries, it allows users to run game files without requiring original firmware. The software achieves high-performance execution through a combination of dynamic recompilation and just-in-time instruction translation, which map console-specific instructions to native host machine code. The emulator distinguishes itself by providing advanced visual and connectivity enhancements that extend beyond t
Restores multiplayer functionality by tunneling local wireless communication protocols over standard network sockets.
Boardgame.io is a framework for developing turn-based, multiplayer games for the web. It functions as a game engine and orchestrator that manages the complexities of state synchronization, player turn order, and rule enforcement across a distributed network of clients. The framework utilizes pure functions to handle state transitions, ensuring that game logic remains predictable and consistent for all participants. By structuring game flow into hierarchical phases and turn-based segments, it automates transitions and enforces rules, preventing illegal moves while maintaining a synchronized vi
Synchronizes game state between servers and clients to ensure all participants see the same data.
ET is a C# game server framework and distributed actor model runtime designed for large-scale multiplayer environments. It provides a comprehensive toolkit for building distributed game backends, incorporating a multiplayer network transport layer and a specialized suite for game AI and pathfinding. The framework is distinguished by its use of a distributed actor model to scale processing across multiple threads and servers, utilizing isolated actors for state management and messaging. It features a unified codebase architecture that allows shared logic between the server and client, enabling
Manages real-time game state across clients and servers using KCP, TCP, and WebSocket protocols with prediction and rollback.
AI Town is a TypeScript-based simulation engine used to create virtual environments where autonomous characters interact and socialize. It functions as a framework for orchestrating multiple AI agents within a persistent digital world, utilizing language models and a game engine to drive character behavior and social interactions. The project differentiates itself through a dedicated agent sandbox and a vector database agent store, which allow for the management of agent memories and world state. It integrates generative AI for background music and provides tools for simulation world design,
Synchronizes game state and character movements across multiple clients in real time using WebSockets.
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Builds networked components to synchronize state and logic across multiple clients.
CodeCombat is a gamified programming learning platform and educational coding game. It teaches programming languages through an interactive curriculum where users write scripts to control character actions and progress through a virtual world. The platform features a web-based code execution environment that provides immediate visual feedback on programming logic. It includes multiplayer capabilities and synchronizes student progress and learning statistics with external identity providers to maintain consistent user state across systems. The project incorporates a localization system for ed
Implements synchronized user progress and identity integration to support collaborative learning between students and teachers.
Citybound is an open-source multiplayer city simulation game and collaborative urban planner. It provides a shared digital space where multiple users co-manage city growth, design infrastructure layouts, and develop urban environments in real time. The project functions as a collaborative city builder, allowing players to plan and evolve a virtual city together. Changes made to the urban environment are reflected immediately for all connected participants within the shared simulation. The system utilizes an entity-component simulation to manage urban behavior and a shared-world coordinate sy
Offers a collaborative simulation environment where users collectively manage and evolve urban growth.
OpenTTD is an open-source game engine and transport simulation game. It provides an isometric sandbox environment for building and managing complex logistics and transport networks. The project functions as a multiplayer simulation sandbox where users can build infrastructure cooperatively or competitively in a shared virtual world. The platform is designed as a moddable simulation system that supports external assets, graphics, and gameplay modifications. It includes mechanisms for downloading and integrating add-on content and utilizes a plugin-based system to extend game mechanics beyond t
Provides a collaborative simulation environment where multiple users interact with a shared, persistent virtual world.
Romm is a self-hosted game library manager and ROM management web interface. It serves as a central server for storing and categorizing game files and emulator firmware, providing a web-based browser to organize collections through automated library scanning and metadata retrieval. The project distinguishes itself by integrating a web-based emulator frontend that uses WebAssembly to play games directly in the browser. It further provides a game save synchronization server that uses SSH-based synchronization to transfer save states and progress between the server and registered handheld device
Utilizes WebSockets to provide live-update channels and synchronization for real-time networked multiplayer sessions.
ParrelSync es una herramienta de pruebas multijugador para Unity3D que permite la simulación de múltiples jugadores lanzando instancias paralelas del editor de un mismo proyecto. Funciona como un clonador de editor y gestor de instancias de proyecto, permitiendo a los desarrolladores probar interacciones de red en tiempo real sin realizar compilaciones completas. El sistema crea copias espejo del editor de Unity3D y gestiona la clonación del proyecto para asegurar que cada instancia se ejecute en su propio entorno. Para mantener la integridad de los datos, emplea bloqueo de activos de solo lectura y protección de activos compartidos para evitar que las instancias clonadas modifiquen los archivos originales del proyecto. La herramienta proporciona una interfaz gráfica para organizar y eliminar instancias del editor, así como una interfaz programática para coordinar el estado y sincronizar las dependencias de paquetes entre sesiones. También incluye utilidades para la detección de identidad de instancias y enrutamiento de argumentos de línea de comandos para distinguir entre el proyecto original y sus clones.
Provides a programmatic interface to coordinate state and package dependencies across multiple simultaneous Unity3D editor sessions.
vcmi es un motor de juego de código abierto para Heroes of Might and Magic III que recrea la jugabilidad, la lógica y el renderizado del juego de estrategia original. Sirve como un runtime de juego multiplataforma que admite Windows, Linux, macOS, Android e iOS, proporcionando un simulador de estrategia por turnos para la navegación estratégica por el mapa mundial y el combate táctico. El proyecto está construido como un framework de juego modificable, con un sistema de modding basado en datos y una integración de scripting Lua en sandbox. Estos permiten la definición de lógica de juego personalizada, efectos de hechizos y la adición de nuevas facciones, personajes y activos a través de archivos de configuración externos y validación de esquemas. El motor incluye un sincronizador de estado multijugador que coordina turnos simultáneos y actualizaciones del estado del juego entre clientes mediante serialización binaria. También incorpora inteligencia artificial integrada para la simulación de estrategias, un sistema dedicado de creación y generación de mapas, y herramientas para anulaciones de activos y localización. El software admite configuraciones de compilación multiplataforma y proporciona herramientas para extraer datos del juego y depurar estados del juego.
Synchronizes gameplay attributes and state across clients in a networked turn-based environment.
PartyKit is a serverless WebSocket backend platform for building real-time multiplayer applications. It provides a globally distributed edge computing runtime that runs stateful server code close to users, with automatic scaling and hibernation for idle rooms. The platform handles WebSocket connections, HTTP requests, and durable storage without requiring infrastructure management, and includes a client and server SDK with hooks, storage, and Yjs integration for building collaborative features. The platform distinguishes itself through per-room isolation using Durable Objects, where each uniq
Keeps all players' game state in sync in real time by broadcasting moves and updates over WebSocket connections.
This is a documentation and sample project for learning Unreal Engine's Gameplay Ability System (GAS), focused on building networked gameplay abilities that synchronize correctly in a multiplayer environment. The project provides a step-by-step guide to implementing GAS, covering the core concepts of defining gameplay mechanics through a data-driven attribute system that separates ability logic from character state management. The documentation explores key architectural patterns for multiplayer ability design, including a predicted-action network model that uses client-side prediction and se
Synchronizes gameplay abilities, attributes, and effects across clients and server in a networked environment.
melonDS is an open-source emulator that runs original Nintendo DS and DSi games on modern operating systems with high-accuracy hardware simulation. It emulates the DS and DSi CPUs, video, and audio systems, and supports booting from original system firmware for access to the system menu and configuration screens. The emulator distinguishes itself through cycle-accurate component simulation for precise timing and compatibility, a JIT dynamic recompilation engine that translates game code to native x86_64 or AArch64 instructions for faster performance, and OpenGL hardware-accelerated rendering
Emulates DS wireless hardware by serializing game state over UDP packets to synchronize multiple emulator instances.
Liveblocks is a realtime collaboration infrastructure platform that synchronizes application state, documents, and user presence across multiple participants using conflict-free replicated data types. It provides a managed backend for collaborative text editors, threaded commenting and annotation systems, in-app notifications, and AI copilot deployment, all built on a WebSocket transport layer with server-side room management APIs. The platform distinguishes itself through a headless component primitive system that exposes unstyled React hooks and composable building blocks, allowing develope
Broadcasts each user's cursor position to all connected clients in real time.
EmulatorJS es un framework de emulación WebAssembly y frontend web de RetroArch diseñado para ejecutar ROMs de videojuegos clásicos y archivos BIOS directamente en un navegador web. Sirve como un emulador de juegos basado en web que ejecuta núcleos de emulación precisos a nivel de hardware para reproducir el comportamiento de varias consolas domésticas antiguas y sistemas arcade. El proyecto se distingue por su capacidad para sincronizar estados de juego entre múltiples usuarios en tiempo real utilizando WebRTC para juegos multijugador basados en navegador. También incluye una herramienta dedicada de incrustación de juegos HTML5 que genera fragmentos de código y contenedores aislados para integrar emuladores jugables en sitios web de terceros. El framework cubre una amplia gama de capacidades, incluyendo la gestión de bibliotecas de juegos retro con etiquetado automático de metadatos, mapeo de entrada personalizado para teclados y gamepads, y la integración de shaders visuales personalizados. Gestiona la persistencia de datos a través de intervalos de guardado automáticos y caché de activos local del navegador para reducir las peticiones de red. Se proporciona un servidor de desarrollo local integrado para probar el entorno de emulación.
Synchronizes network sessions across multiple browser instances to facilitate real-time multiplayer interactions.
touchHLE is a high-level emulator designed to run legacy iPhone OS applications and games on modern desktop and mobile operating systems. It functions by simulating the original hardware environment and operating system API calls rather than emulating underlying CPU instructions. The project focuses on the preservation of early third-party mobile software through legacy archiving. It distinguishes itself by translating modern mouse, keyboard, and controller inputs into simulated touch gestures and accelerometer data, and by connecting multiple emulator instances over a local network to enable
Connects multiple emulator instances over a local network to enable multiplayer gameplay in old titles.