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Re:MelonJS – a fresh and lightweight JavaScript game engine by nullandvoid on Tuesday December 20, 2022 @10:01AM (#34066767)
I use phaser on client side, then matter.js for physics + nengi.js for networking (https://github.com/timetocode/nengi).

I only have experience with 2d (so it might not be useful to you, but perhaps will others), where typically it's a worse experience for the player to have CSP (client side prediction) at-least in a fast paced game, as for example a player behind a wall can more clearly see something missed them, yet they still got hit.

The way I do things (and I've seen is common across other "io" games), is "CSP" only for particular actions (such as your own rotation, or swinging your own weapon), but otherwise just let the client move in step with the server in terms of any physics entities etc.

Re:MelonJS – a fresh and lightweight JavaScript game engine by leohart on Tuesday December 20, 2022 @01:28PM (#34070062)
Do you have a demo/link to one of your games? I am interested in learning more about multiplayer experience for web games and would love to see an example with these tools mentioned.
Re:MelonJS – a fresh and lightweight JavaScript game engine by nullandvoid on Tuesday December 20, 2022 @04:00PM (#34072469)
I only have this old demo I open sourced - https://github.com/TomYeoman/2d-zombie-survival-io-demo right now (trying to crunch to finish full version)

It's using phaser on the server in this instance (which I recently ripped out, and moved to just using matter)

It's pretty ugly code, but the foundations are there, maybe it's a starting point or of some use!