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@pylonsync/realtime

v0.22.19

Published

Pylon realtime shard client pieces with no framework: the wire protocol, codecs, and the entity replication decoder and table.

Readme

@pylonsync/realtime

The Pylon shard client with no framework: the wire protocol, the entity replication decoder, and the pieces a game's render loop needs.

  • connectShardGame(shardId, options): a connection that applies each replication frame and places entities for a render frame (game.frame(now)), with interpolation, a server clock estimate, prediction for the local player, the input round trip, and reconnects with a full frame.
  • connectShard(shardId, options): the connection alone.
  • EntityTable: applies replication frames.
  • EntityInterpolator, ShardClock, Predictor: the parts on their own.
import { connectShardGame } from "@pylonsync/realtime";

const game = connectShardGame<Input>("zone-1", { subscriberId, ticket, tickRate: 20 });

function frame(now: number) {
  game.frame(now);
  for (const id of game.left) removeMesh(id);
  for (const id of game.entered) addMesh(id);
  for (const e of game.entities.values()) moveMesh(e.id, e.x, e.y, e.z);
  requestAnimationFrame(frame);
}
requestAnimationFrame(frame);

See the shards guide: https://docs.pylonsync.com/concepts/shards