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Crowd Control
In development

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

Read about the tech →

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

Devlog

All posts →

Follow along

I build this in the open. The devlog is the best way to follow — subscribe via RSS, or watch the code on GitHub.