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timetocode
nengi
JavaScript2021–2022
timetocode / nengi

nengi

a node.js + html5 network engine for real-time multiplayer games

2Distinct people
2Mentions
0Explicit recommenders
356GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

a node.js + html5 network engine for real-time multiplayer games

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month2 dated mentions

Observed mentions: 2021-02-12 09:48:34 UTC to 2022-12-20 15:01:11 UTC.

012021-02-01 00:00:00 UTC to 2021-03-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsFeb 20212021-03-01 00:00:00 UTC to 2021-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-04-01 00:00:00 UTC to 2021-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-05-01 00:00:00 UTC to 2021-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-06-01 00:00:00 UTC to 2021-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-07-01 00:00:00 UTC to 2021-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-08-01 00:00:00 UTC to 2021-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-09-01 00:00:00 UTC to 2021-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-10-01 00:00:00 UTC to 2021-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-11-01 00:00:00 UTC to 2021-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-12-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2022-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsJan 20222022-02-01 00:00:00 UTC to 2022-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-03-01 00:00:00 UTC to 2022-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-04-01 00:00:00 UTC to 2022-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-05-01 00:00:00 UTC to 2022-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-06-01 00:00:00 UTC to 2022-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-07-01 00:00:00 UTC to 2022-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-08-01 00:00:00 UTC to 2022-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-09-01 00:00:00 UTC to 2022-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-10-01 00:00:00 UTC to 2022-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-11-01 00:00:00 UTC to 2022-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-12-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsDec 2022

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Feb 20212021-02-01 00:00:00 UTC2021-03-01 00:00:00 UTC101
Mar 20212021-03-01 00:00:00 UTC2021-04-01 00:00:00 UTC000
Apr 20212021-04-01 00:00:00 UTC2021-05-01 00:00:00 UTC000
May 20212021-05-01 00:00:00 UTC2021-06-01 00:00:00 UTC000
Jun 20212021-06-01 00:00:00 UTC2021-07-01 00:00:00 UTC000
Jul 20212021-07-01 00:00:00 UTC2021-08-01 00:00:00 UTC000
Aug 20212021-08-01 00:00:00 UTC2021-09-01 00:00:00 UTC000
Sep 20212021-09-01 00:00:00 UTC2021-10-01 00:00:00 UTC000
Oct 20212021-10-01 00:00:00 UTC2021-11-01 00:00:00 UTC000
Nov 20212021-11-01 00:00:00 UTC2021-12-01 00:00:00 UTC000
Dec 20212021-12-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
Jan 20222022-01-01 00:00:00 UTC2022-02-01 00:00:00 UTC000
Feb 20222022-02-01 00:00:00 UTC2022-03-01 00:00:00 UTC000
Mar 20222022-03-01 00:00:00 UTC2022-04-01 00:00:00 UTC000
Apr 20222022-04-01 00:00:00 UTC2022-05-01 00:00:00 UTC000
May 20222022-05-01 00:00:00 UTC2022-06-01 00:00:00 UTC000
Jun 20222022-06-01 00:00:00 UTC2022-07-01 00:00:00 UTC000
Jul 20222022-07-01 00:00:00 UTC2022-08-01 00:00:00 UTC000
Aug 20222022-08-01 00:00:00 UTC2022-09-01 00:00:00 UTC000
Sep 20222022-09-01 00:00:00 UTC2022-10-01 00:00:00 UTC000
Oct 20222022-10-01 00:00:00 UTC2022-11-01 00:00:00 UTC000
Nov 20222022-11-01 00:00:00 UTC2022-12-01 00:00:00 UTC000
Dec 20222022-12-01 00:00:00 UTC2023-01-01 00:00:00 UTC101

What Hacker News says

2 sources
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.
In MelonJS – a fresh and lightweight JavaScript game engine
On a lower level, I have been using Colyseus (https://github.com/colyseus/colyseus) which is, in the words of the author: "[...] an Authoritative Multiplayer Framework for Node.js, with clients available for the Web, Unity3d, Defold, Haxe, and Cocos2d-X.". I have been using it on multiple projects as a state synchronisation library for my browser-based games. It takes cares of all the data synching aspecta among all players in a "room". The community is very active and you will get a lot of help to begin with and scale your creations. Of course, a lot will have to be done by you for anything like client-side prediction, server reconciliation, lag compensation, entity interpolation, but knowing that the state manages itself is already a huge relief if you are unfamiliar with these concepts. Another project which already includes many of th
Read the rest
ese features is https://github.com/timetocode/nengi. It is more opinionated and well focused on fast-paced games. On my side, I have been creating an open-source multiplayer game for the browser that includes client-side prediction, entity interpolation and server reconciliation https://github.com/halftheopposite/tosios.
In Show HN: Real-time multiplayer games with cubes. Early feedback on dev docs?

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