Engine / Multiplayer · In development

5,000 players.
One session.
Every machine in step.

Every robot in this footage is a networked seat: a scripted player sending real inputs over its own connection, with its own body in the world and its own animated skeleton.

Drawn from the session's inputs after it ran.

  • 5,000scripted players in one session, each on its own connection
  • 0 mismatchesthree machines, five minutes, three runs in a row
  • 1/3 of a corethe relay that served all 5,000

In development A proof on a development branch. Not in a release. Straight answers

What you are looking at

Not a crowd behind a few players. Every one is a seat.

Four armies of 1,250 seats trading places across the field, on lanes that do not touch. Drawn afterwards from the session's inputs.

How this is possible

The network carries inputs, not the world.

The same inputs in the same order give the same world on each machine that simulates. In these runs, Linux and Windows machines reached the same checksum.

  1. 01

    Inputs, not positions

    A stick direction is a few bytes, sent only when it changes. Nobody is sent 5,000 positions; each client computes them.

  2. 02

    The server relays; it does not simulate

    Thirty times a second it seals the tick and forwards everyone's inputs.

  3. 03

    Agreement is checked

    Each simulating machine reports a checksum of its world. The relay compares them and names any that differs.

The numbers

Measured on our own machines.

From three five-minute runs across three machines, and two shorter sessions that the footage was drawn from. Office network and a private network only. The drawing time is drawing alone, measured apart from the simulation.

Straight answers

What this proof is, and is not.

Are those 5,000 real people?
No. Two or three machines ran full clients; the other seats were scripted players: real network connections sending real inputs through the same relay.
Do the characters have physics?
Each has a collision capsule and a movement controller: gravity, standing on the ground, being stopped by walls. Characters do not collide with one another in these sessions.
Are they avoiding each other live?
No. Each scripted player follows a path planned beforehand so that no two touch. The engine did not steer them as it ran.
Is this over the internet?
Not yet. Office network and a private network only. Nothing was measured over distance or loss.
Is the footage live play?
No. It was drawn afterwards from the session's inputs. A live window that also simulates 5,000 does not yet hold a steady 60 frames a second.
Does it feel instant?
Not at this scale: each machine shows confirmed ticks only, so a player's own input appears a few ticks late.
Can I use it today?
No. It is a proof on a development branch, not in a release.

What comes next: a live window at 60 frames a second with 5,000 on screen, real players over the internet, instant-feeling control at this scale, and characters that steer around and collide with each other.

What it is for

The relay stays small. Each machine does the work.

Thousands of seats in one scenario.

In development now. Ask us about it in a pilot.