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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/
npx spoint
# or
npm install && npm start
# open http://localhost:3001
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 } }
}
}
}
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]
}
| 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 |
| 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) |
Press P to toggle editor mode:
G / R / S — translate / rotate / scale gizmoF — focus camera on selected entityDel — delete selected entity.glb files to place modelsAdd ?singleplayer to the URL to run without a server. Loads client/singleplayer-world.json.
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
npm run bots
Env vars: BOT_COUNT, BOT_DURATION, BOT_HZ, BOT_URL
MIT
FAQs
Physics and netcode SDK for multiplayer game servers
We found that spoint demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.
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