Build a complete multiplayer game step-by-step with Multisynq - from asteroids to spaceships, shooting, scoring, and persistence
x
, y
) and angle (a
) properties, along with delta values (dx
, dy
, da
) for movement:
%
operator ensures objects wrap around the screen edges - when they leave one side, they appear on the other.Multisynq.Model
) - shared computationMultisynq.View
) - local renderingthis.future(50).move()
instead of setTimeout()
.future()
method:
move()
method to be called again in 50ms, but synchronously across all clients. This is how you define an objectโs behavior over time in Multisynq.
wellKnownModel("modelRoot")
pattern provides access to the main game object from any model class.wasHit
property:
wasHit
counter determines how far each line segment has drifted from the original position, creating a realistic explosion effect.WeakMap
to store rendering positions separate from model positions:
0.3
works well for 20fps simulation with 60fps rendering, but can be adjusted for different scenarios.๐ฏ Multisynq Patterns
this.future(ms).method()
for timed actions๐ง Game Development
persistSession()
for data that survives code changes๐ฑ User Experience