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Multiplayer Game

Pragmatic patterns for building multiplayer games: matchmaking, tick loops, realtime state, interest management, and validation.

Install skill for coding agents

npx skills add rivet-dev/skills -s multiplayer-game

Supports Claude Code, Codex, Cursor, and other AI coding assistants.

Patterns for building multiplayer games with RivetKit, intended as a practical checklist you can adapt per genre.

Starter Code

Start with one of the working examples on GitHub and adapt it to your game. Do not start from scratch for matchmaking and lifecycle flows.

Game ClassificationStarter CodeCommon Examples
Battle RoyaleGitHubFortnite, Apex Legends, PUBG, Warzone
ArenaGitHubCall of Duty TDM/FFA, Halo Slayer, Counter-Strike casual, VALORANT unrated, Overwatch Quick Play, Rocket League
IO StyleGitHubAgar.io, Slither.io, surviv.io
Open WorldGitHubMinecraft survival servers, Rust-like worlds, MMO zone/chunk worlds
PartyGitHubFall Guys private lobbies, custom game rooms, social party sessions
Physics 2DGitHubTop-down physics brawlers, 2D arena games, platform fighters
Physics 3DGitHubPhysics sandbox sessions, 3D arena games, movement playgrounds
RankedGitHubChess ladders, competitive card games, duel arena ranked queues
Turn-BasedGitHubChess correspondence, Words With Friends, async board games
IdleGitHubCookie Clicker, Idle Miner Tycoon, Adventure Capitalist

Server Simulation

Game Loop And Tick Rates

PatternUse WhenImplementation Guidance
Fixed realtime loopBattle Royale, Arena, IO Style, Open World, RankedRun in run with sleep(tickMs) and exit on c.aborted.
Action-driven updatesParty, Turn-BasedMutate and broadcast only on actions/events rather than scheduled ticks.
Coarse offline progressionAny mode with idle progressionUse c.schedule.after(...) with coarse windows (for example 5 to 15 minutes) and apply catch-up from elapsed wall clock time.

Physics

Start with custom kinematic logic for simple games. Switch to a full physics engine when you need joints, stacked bodies, high collision density, or complex shapes (rotated polygons, capsules, convex hulls, triangle meshes).

Pick one engine per simulation. Keep frontend-only libs out of backend simulation paths and treat server state as authoritative.

DimensionPrimary EngineFallback EnginesExample Code
2D@dimforge/rapier2dplanck-js, matter-jsGitHub
3D@dimforge/rapier3dcannon-es, ammo.jsGitHub

Spatial Indexing

For non-physics spatial queries, use a dedicated index instead of naive O(n^2) checks:

Index TypeRecommendation
AABB indexFor AOI, visibility, and non-collider entities, use rbush for dynamic sets or flatbush for static-ish sets.
Point indexFor nearest-neighbor or within-radius queries, use d3-quadtree.

Networking & State Sync

Netcode

ModelWhen To UseImplementation
Hybrid (client movement, server combat)Shooters, action sports, ranked duelsClient owns movement and sends capped-rate position updates. Server validates for anti-cheat. Combat (projectiles, hits, damage) is fully server-authoritative.
Server-authoritative with interpolationIO Style, persistent worldsClient sends input commands. Server simulates on fixed ticks and publishes authoritative snapshots. Client interpolates between snapshots.
Server-authoritative (basic logic)Turn-based, event-drivenServer validates and applies discrete actions (turns, phase transitions, votes). Client displays confirmed state.

Realtime Data Model

  • Snapshots and diffs: Publish state as events. Send a full snapshot on join/resync, then per-tick diffs for regular updates.
  • Batch per tick: Keep events small and typed. Batch high-frequency updates per tick.
  • Avoid UI framework state for game updates: Use requestAnimationFrame or a Canvas/Three.js loop for simulation, not React state. Reserve UI framework state for menus, HUD, and forms.
  • Broadcast vs per-connection: Use c.broadcast(...) for shared updates and conn.send(...) for private/per-player data.

Shared Simulation Logic

Shared simulation logic runs on both the client and the server. For example, an applyInput(state, input, dt) function that integrates velocity and clamps to world bounds can run on the client for prediction and on the server for validation.

  • Hybrid modes: Client runs shared movement as primary authority, server runs it for anti-cheat validation.
  • Server-authoritative modes: Client uses shared logic for interpolation and prediction only.
  • Keep it pure: Movement integration, input transforms, collision helpers, and constants only.
  • Put shared code in src/shared/: Keep deterministic helpers in src/shared/sim/* with no side effects.

Interest Management

Control what each client receives to reduce bandwidth and prevent information leaks.

Per-Player Replication Filters

  • Filter by relevance: Send each client only state relevant to that player (proximity, line-of-sight, team, or game phase).
  • Shooters and action games: Limit replication by proximity and optional field-of-view checks.
  • Server-side only: Clients should never receive data they should not see.

Sharded Worlds

  • Partition large worlds: Use chunk actors keyed by worldId:chunkX:chunkY.
  • Subscribe to nearby chunks: Clients connect only to nearby partitions (for example a 3x3 chunk window).
  • Use sparingly: Only when the world is large and state-heavy (sandbox builders, MMOs), not as a default for small matches.

Backend Infrastructure

Persistence

  • In-memory state: Best for realtime game state that changes every tick (player positions, inputs, match phase, scores).
  • SQLite (rivetkit/db): Better for large or table-like state that needs queries, indexes, or long-term persistence (tiles, inventory, matchmaking pools). Serialize DB work through a queue since multiple actions can hit the same actor concurrently.

Matchmaking Patterns

Common building blocks used across the architecture patterns below.

Actor Topology

PrimitiveUse WhenTypical Ownership
matchmaker["main"] + match[matchId]Session-based multiplayer (battle royale, arena, ranked, party, turn-based)Matchmaker owns discovery/assignment. Match owns lifecycle and gameplay state.
chunk[worldId,chunkX,chunkY]Large continuous worlds that need shardingEach chunk owns local players, chunk state, and local simulation.
world[playerId]Per-player progression loops (idle/solo world state)Per-player resources, buildings, timers, and progression.
player[username]Canonical profile/rating reused across matchesDurable player stats (for example rating and win/loss).
leaderboard["main"]Shared rankings across many matches/playersGlobal ordered score rows and top lists.

Queueing Strategy

  • Multiple players can hit the matchmaker at the same time, so actions like find/create, queue/unqueue, and close need to be serialized through actor queues to avoid races.
  • Match-local actions (gameplay, scoring) do not need queueing unless they write back to the matchmaker.

Security And Anti-Cheat

Start with this baseline, then harden further for competitive or high-risk environments.

Baseline Checklist

  • Identity: Use c.conn.id as the authoritative transport identity. Treat playerId/username in params as untrusted input and bind through server-issued assignment/join tickets.
  • Authorization: Validate the caller is allowed to mutate the target entity (room membership, turn ownership, host-only actions).
  • Input validation: Clamp sizes/lengths, validate enums, and validate usernames (length, allowed chars, avoid unbounded Unicode).
  • Rate limiting: Per-connection rate limits for spammy actions (chat, join/leave, fire, movement updates).
  • State integrity: Server recomputes derived state (scores, win conditions, placements). Never allow client-authoritative changes to inventory/currency/leaderboard totals.

Movement Validation

For any mode with client-authoritative movement (hybrid flows), clients may send position/rotation updates for smoothness, but the server must:

  • Enforce max delta per update (speed cap) based on elapsed time.
  • Reject or clamp teleports.
  • Enforce world bounds (and basic collision if applicable).
  • Rate limit update frequency (for example 20Hz max).

Architecture Patterns

Each game type below starts with a quick summary table, then details actors and lifecycle.

Battle Royale

TopicSummary
MatchmakingImmediate routing to the fullest non-started lobby (oldest tie-break); players wait in lobby until capacity, then the match starts.
NetcodeHybrid. Client owns movement, camera, and local prediction. Server owns zone state, projectiles, hit resolution, eliminations, loot, and final placement.
Tick Rate10 ticks/sec (100ms) with a fixed loop for zone progression and lifecycle checks.
PhysicsClient owns movement with server anti-cheat validation; projectiles, hits, and damage are server-authoritative. Use @dimforge/rapier3d for 3D or @dimforge/rapier2d for top-down 2D.

Actors

Lifecycle

sequenceDiagram participant C as Client participant MM as matchmaker participant M as match C->>MM: findMatch() alt no open lobby MM->>M: create(matchId) end MM-->>C: {matchId, playerId} C->>M: connect(playerId) M->>MM: pendingPlayerConnected(matchId, playerId) MM-->>M: accepted Note over M: lobby countdown -> live M-->>C: snapshot + shoot events M->>MM: closeMatch(matchId)

Arena

TopicSummary
MatchmakingMode-based fixed-capacity queues (duo, squad, ffa) that build only full matches and pre-assign teams (except FFA).
NetcodeHybrid. Client owns movement plus prediction and smoothing. Server owns team or FFA assignment, projectiles, hit resolution, phase transitions, and scoring.
Tick Rate20 ticks/sec (50ms) with a tighter loop for live team and FFA snapshots.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/entities.

Actors

Lifecycle

sequenceDiagram participant C as Client participant MM as matchmaker participant M as match C->>MM: queueForMatch(mode) Note over MM: enqueue in player_pool Note over MM: fill when capacity reached MM->>M: create(matchId, assignments) Note over MM: persist assignments MM-->>C: assignmentReady C->>M: connect(playerId) Note over M: waiting -> live when all players connect M->>MM: matchCompleted(matchId)

IO Style

TopicSummary
MatchmakingOpen-lobby routing to the fullest room below capacity; room counts are heartbeated and new lobbies are auto-created when needed.
NetcodeServer-authoritative with interpolation. Client sends input intents and interpolates. Server owns movement, bounds, room membership, and canonical snapshots.
Tick Rate10 ticks/sec (100ms) with lightweight periodic room snapshots.
PhysicsLow to medium intensity; server-authoritative kinematic movement, escalating to a physics engine only when collisions get complex.

Actors

Lifecycle

sequenceDiagram participant C as Client participant MM as matchmaker participant M as match C->>MM: findLobby() alt no open lobby MM->>M: create(matchId) end MM-->>C: {matchId, playerId} C->>M: connect(playerId) M->>MM: pendingPlayerConnected(matchId, playerId) MM-->>M: accepted Note over M: fixed tick simulation M-->>C: snapshot events M->>MM: closeMatch(matchId)

Open World

TopicSummary
MatchmakingClient-driven chunk routing from world coordinates, with nearby chunk windows preloaded via adjacent chunk connections.
NetcodeHybrid for sandbox (client movement with validation) or server-authoritative for MMO-like flows. Server owns chunk routing, persistence, and canonical world state.
Tick Rate10 ticks/sec per chunk actor (100ms), so load scales with active chunks.
PhysicsMedium to high at scale; chunk-local simulation can be server-authoritative (MMO-like) or client movement with server validation (sandbox-like).

Actors

Lifecycle

sequenceDiagram participant C as Client participant CH as chunk Note over C: resolve chunk keys from world position loop each visible chunk C->>CH: connect(worldId, chunkX, chunkY, playerId) Note over CH: store connection metadata end C->>CH: enterChunk/addPlayer loop movement updates C->>CH: setInput(...) CH-->>C: snapshot end C->>CH: leaveChunk/removePlayer or disconnect Note over CH: remove membership and metadata

Party

TopicSummary
MatchmakingHost-created private party flow using party codes and explicit joins.
NetcodeServer-authoritative (basic logic). Server owns membership, host permissions, and phase transitions.
Tick RateNo continuous tick; updates are event-driven (join, start, finish).
PhysicsLow intensity for lobby-first flows; usually no dedicated physics or indexing unless you add realtime mini-games.

Actors

Lifecycle

Ranked

TopicSummary
MatchmakingELO-based queue pairing with a widening search window as wait time increases.
NetcodeHybrid. Client owns movement with local prediction and interpolation. Server owns projectiles, hit resolution, match results, and rating updates.
Tick Rate20 ticks/sec (50ms) with fixed live ticks for deterministic pacing and broadcast cadence.
PhysicsMedium to high intensity; client movement with server validation and server-authoritative combat/hit resolution.

Actors

Lifecycle

sequenceDiagram participant C as Client participant MM as matchmaker participant P as player participant M as match participant LB as leaderboard C->>MM: queueForMatch(username) MM->>P: initialize/getRating P-->>MM: rating Note over MM: store queue row + retry pairing MM->>M: create(matchId, assigned players) MM-->>C: assignmentReady C->>M: connect(username) M->>MM: matchCompleted(...) MM->>P: applyMatchResult(...) MM->>LB: updatePlayer(...) Note over MM: remove matches + assignments rows

Turn-Based

TopicSummary
MatchmakingAsync private-invite and public-queue pairing in the same pattern.
NetcodeServer-authoritative (basic logic). Client can draft moves before submit. Server owns turn ownership, committed move log, turn order, and completion state.
Tick RateNo continuous tick; move submission and turn transitions drive updates.
PhysicsVery low intensity; no realtime physics loop, just discrete rules validation. Indexing is optional and mostly for board or query convenience at scale.

Actors

Lifecycle

Idle

TopicSummary
MatchmakingNo matchmaker; each player uses a direct per-player actor and a shared leaderboard actor.
NetcodeServer-authoritative (basic logic). Client owns UI and build intent. Server owns resources, production rates, building validation, and leaderboard totals.
Tick RateNo continuous tick; use c.schedule.after(...) for coarse intervals and compute offline catch-up from elapsed wall time.
PhysicsNone for standard idle loops; transitions are discrete (build, collect, upgrade) and do not need spatial indexing.

Actors

Lifecycle

sequenceDiagram participant C as Client participant W as world participant LB as leaderboard C->>W: getOrCreate(playerId) + initialize() Note over W: seed state + schedule collection W-->>C: stateUpdate loop gameplay loop C->>W: build() / collectProduction() W->>LB: updateScore(...) Note over LB: upsert scores LB-->>C: leaderboardUpdate W-->>C: stateUpdate end