There’s a lot of nastiness when designing client-server networking for games. Consider how you would solve a few problems: How do you update player positions? How do you compensate for lag? How do you prevent players from appearing to teleport? How do you prevent cheating?
motion.js “provides a platform for realtime synchronization between multiple clients and authoritative server(s)”, according to its GitHub page. It is still alpha-quality software — the author mentions that it “is very much a work in progress” — but it appears to be an attempt at handling hard networking problems for you, such as updates, latency compensation, input prediction, delta compression and more.
motion.js is licensed under a BSD-style license.
Article image derived from developer.valvesoftware.com.
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Ian Langworth has been making web sites since before HTML had tables and Photoshop had layers. He wanted a single place to go for news and information related specifically to HTML5 and game development, but one didn't exist, so he started the HTML5 Grind.