I'm building NetNgine.
A from-scratch, real-time multiplayer engine in C# — and the games that run on it.
by Velmot · free & non-commercial
What this is
Crowd Control is where I build NetNgine, a real-time multiplayer engine written from scratch in C#. It's modular by design: the core handles synchronization, interest management, persistence and sharding, and never knows the rules of the game running on top — a new game plugs in as a module.
No studio, no funding — one developer building it in the open, and writing about what works and what doesn't along the way.
The engine
NetNgine
Modular and engine-agnostic: transport, snapshot sync, interest management, persistence and sharding are each a swappable piece behind a small, fixed contract, with a Godot client on top. Matchmaking lives outside the core as an optional companion service, NetMaking.
- Client prediction & reconciliation
- Lag-compensated hit detection
- Grid-based interest management
- Cross-process sharding & handoff
- Holds up under a 500-bot load test
- Prometheus + Grafana observability