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Make P2P multiplayer browser games, no server hosting or synchronization code required. Powered by rollback netcode + WebRTC.

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I'm trying to make a game using this library and it seems like there is an always-on debug info box. Is there any way to disable it?

Right now there's an edge case in LockstepNetcode where the host's authoritative state sync can arrive before a client actually reaches that frame (and thus the client can't apply the...

I would really like support for the Gamepad API https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API. Also, great library!!

P5.js would be an ideal library to use with netplay.js, but it creates it's own canvas element. https://github.com/processing/p5.js/issues/1477 Could you allow passing an existing canvas element into the Game constructor?

NetplayJS, by default, does not assume that game code is deterministic. Instead, it corrects for drift by having the host send authoritative state updates to the other players. In rollback...

- [ ] PixiJS - [ ] Phaser - [ ] BabylonJS - [ ] PlayCanvas? - [ ] A-frame?

Right now, for both rollback and lockstep netcode, if one user backgrounds their tab, the game will totally freeze. Currently it’s not that big of an issue since we only...