Server-rendered multiplayer games with Lua (no client code)
4 months ago
- #multiplayer
- #server-rendered
- #game-development
- Multiplayer-first server-rendered game engine with Lua scripting.
- Supports macOS (Universal: M1/M2/M3 & Intel) and Linux (x64), with Windows coming soon.
- Simplifies multiplayer game development by eliminating client-server state sync and lag compensation.
- Streams drawing primitives instead of heavy pixels or complex state objects for better performance.
- Performance-critical logic runs in native Rust; communication uses WebRTC for sub-frame latency.
- Server-rendered approach prevents cheating (e.g., wallhacks, aimbots) and keeps game logic secure.
- Free for personal or commercial use with no lock-in or per-player fees.
- Includes features like physics, pathfinding, spatial queries, and sound management.
- Fixed virtual coordinate system (800x600) with automatic scaling to fit user screens.
- Provides Lua callbacks for game lifecycle events (init, update, draw, network events).