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spoint

v0.1.462

Published

Physics and netcode SDK for multiplayer game servers

Readme

spoint

Physics and netcode SDK for authoritative-server multiplayer games. Jolt physics, hot reload, app-based world logic, Three.js client.

Demo: https://anentrypoint.github.io/spoint/

Quick Start

npx spoint
# or
npm install && npm start
# open http://localhost:3001

Creating Apps

node ./bin/create-app.js my-app

Or manually create apps/<name>/index.js:

export default {
  server: {
    setup(ctx) {
      ctx.state.counter = ctx.state.counter || 0
    },
    update(ctx, dt) {
      ctx.state.counter += dt
    },
    onInteract(ctx, player) { },
    onCollision(ctx, other) { }
  },
  client: {
    setup(engine) { },
    render(ctx) {
      return { custom: { mesh: 'box', color: 0xff0000, sx: 1, sy: 1, sz: 1 } }
    }
  }
}

World Config (apps/world/index.js)

export default {
  port: 3001,
  tickRate: 64,
  gravity: [0, -18, 0],
  movement: { maxSpeed: 14, sprintSpeed: 24, groundAccel: 300, airAccel: 30, friction: 5, stopSpeed: 1, jumpImpulse: 5.5 },
  player: { health: 100, capsuleRadius: 0.28, capsuleHalfHeight: 0.63, modelScale: 1.323, feetOffset: 0.212 },
  scene: { skyColor: 0x54c5eb, sunColor: 0xffffff, sunIntensity: 1.5, sunPosition: [21, 50, 20] },
  camera: { fov: 70, shoulderOffset: 0.35, zoomStages: [0, 1.5, 3, 5, 8], defaultZoomIndex: 2 },
  entities: [
    { id: 'env', model: './apps/maps/mymap.glb', position: [0, 0, 0], scale: [1, 1, 1], bodyType: 'static' },
    { id: 'game', position: [0, 0, 0], app: 'tps-game' }
  ],
  playerModel: './apps/tps-game/cleetus.vrm',
  spawnPoint: [0, 2, 0]
}

Server-Side ctx API

| Property | Description | |---|---| | ctx.state | Persistent state (survives hot reload) | | ctx.entity | .id, .position, .rotation, .scale, .velocity, .custom, .destroy() | | ctx.physics | .addBoxCollider(), .addSphereCollider(), .addCapsuleCollider(), .addTrimeshCollider(), .addConvexFromModel() | | ctx.interactable({ prompt, radius }) | Register E-key interaction | | ctx.world | .spawn(id, cfg), .destroy(id), .getEntity(id), .query(filter) | | ctx.players | .getAll(), .send(pid, msg), .broadcast(msg), .setPosition(pid, pos) | | ctx.time | .tick, .deltaTime, .elapsed, .after(sec, fn), .every(sec, fn) | | ctx.bus | .on(channel, fn), .emit(channel, data) — wildcard * suffix supported | | ctx.lagCompensator | .getPlayerStateAtTime(pid, ms) for hit detection | | ctx.raycast(origin, dir, maxDist) | Physics raycast |

Client Engine API

| Property | Description | |---|---| | engine.scene | THREE.Scene | | engine.camera | THREE.PerspectiveCamera | | engine.renderer | THREE.WebGLRenderer or WebGPURenderer | | engine.THREE | Three.js module | | engine.client | Network client (PhysicsNetworkClient or LocalClient) | | engine.playerId | Local player ID | | engine.cam | Camera controller | | engine.players | .getMesh(id), .getState(id), .getAnimator(id) |

Editor (in-browser)

Press P to toggle editor mode:

  • G / R / S — translate / rotate / scale gizmo
  • F — focus camera on selected entity
  • Del — delete selected entity
  • Drag-and-drop .glb files to place models

Singleplayer Mode

Add ?singleplayer to the URL to run without a server. Loads client/singleplayer-world.json.

Architecture

server.js                         Entry point
src/sdk/server.js                 Creates subsystems
src/sdk/TickHandler.js            Per-tick: movement → physics → collisions → apps → snapshot
src/physics/World.js              Jolt physics wrapper
src/netcode/PhysicsIntegration.js CharacterVirtual per player
src/apps/AppRuntime.js            Entity system, app lifecycle
client/app.js                     Three.js renderer, VRM loading, input loop
client/LocalClient.js             Serverless drop-in for singleplayer

Load Testing

npm run bots

Env vars: BOT_COUNT, BOT_DURATION, BOT_HZ, BOT_URL

License

MIT