Incheon is a real-time multiplayer game server
It provides an extendible Node.JS based server, on which game logic runs, as well as a client-side library which synchronizes the client's game state with the server game state. In order to provide a smooth visual experience for each connected client, Incheon implements efficient networking methods, position interpolation and extrapolation, user input coordination, shadow objects, physics and pseudo-physical movement, automatic handling of network spikes.
Incheon aims to optimize the player's visual experience, while providing a simple development model which is highly configurable and easy to analyze and debug.
Check out the official demo: Spaaace
- Focus on writing your game. Incheon takes care of the netcode
- Can support any type of game or genre
- Optimized networking
- TCP via websockets
- Communication is packed and serialized into binary
- Automatic handling of network spikes with step correction
- Intelligent sync strategies for lag handling
- Extrapolation (client side prediction) with step re-enactment or:
- Interpolation for optimal object motion
- Tools for debugging and tracing
More features in the pipeline:
- UDP via WebRTC
- Full-stack testing suite
- Replay saving
- More physics engines
The official Incheon documentation contains articles on theory and rational, as well as the structure and architecture of the project.
If you feel like learning by doing you can start with first tutorial, My first game: Pong which contains step-by-step on implementation of a networked version of this classic game.
If you're not exactly sure how to do something, Stack Overflow is your friend.
If you've encountered a bug and it's not already in the issues page, open a new issue.
For discussing Incheon, multiplayer games or just hanging out you're invited to join us on slack.
Please Let us know! We'd love to play it, and feature it on the Incheon homepage.