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Pathway: Multiplayer Developer

Level: Intermediate β†’ Advanced Β· For: building networked games.

  1. The networking model β€” the NetTransport / StateReplication contract + Colyseus Callbacks API.

  2. Rooms β€” the shipped Colyseus rooms and how to add your own.

  3. Build it β€” the multiplayer tank arena capstone: a server-authoritative game where your tank and remote tanks sync through a room.

  4. Go deeper β€” the shared-physics playground shows server-owned object state (players push boxes every client sees identically), and the third-person tag arena adds a full match loop (lobby β†’ countdown β†’ playing β†’ scoreboard) with host controls and AI bots.

  5. Lab β€” add a new synced field (e.g., score or health) to a room and render it client-side.

You can build a server-authoritative multiplayer game: define a Colyseus room, send input up, sync authoritative state down, and render it via the Callbacks API (reading live schema fields).