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 Classification | Starter Code | Common Examples |
|---|---|---|
| Battle Royale | GitHub | Fortnite, Apex Legends, PUBG, Warzone |
| Arena | GitHub | Call of Duty TDM/FFA, Halo Slayer, Counter-Strike casual, VALORANT unrated, Overwatch Quick Play, Rocket League |
| IO Style | GitHub | Agar.io, Slither.io, surviv.io |
| Open World | GitHub | Minecraft survival servers, Rust-like worlds, MMO zone/chunk worlds |
| Party | GitHub | Fall Guys private lobbies, custom game rooms, social party sessions |
| Physics 2D | GitHub | Top-down physics brawlers, 2D arena games, platform fighters |
| Physics 3D | GitHub | Physics sandbox sessions, 3D arena games, movement playgrounds |
| Ranked | GitHub | Chess ladders, competitive card games, duel arena ranked queues |
| Turn-Based | GitHub | Chess correspondence, Words With Friends, async board games |
| Idle | GitHub | Cookie Clicker, Idle Miner Tycoon, Adventure Capitalist |
Server Simulation
Game Loop And Tick Rates
| Pattern | Use When | Implementation Guidance |
|---|---|---|
| Fixed realtime loop | Battle Royale, Arena, IO Style, Open World, Ranked | Run in run with sleep(tickMs) and exit on c.aborted. |
| Action-driven updates | Party, Turn-Based | Mutate and broadcast only on actions/events rather than scheduled ticks. |
| Coarse offline progression | Any mode with idle progression | Use 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.
| Dimension | Primary Engine | Fallback Engines | Example Code |
|---|---|---|---|
| 2D | @dimforge/rapier2d | planck-js, matter-js | GitHub |
| 3D | @dimforge/rapier3d | cannon-es, ammo.js | GitHub |
Spatial Indexing
For non-physics spatial queries, use a dedicated index instead of naive O(n^2) checks:
| Index Type | Recommendation |
|---|---|
| AABB index | For AOI, visibility, and non-collider entities, use rbush for dynamic sets or flatbush for static-ish sets. |
| Point index | For nearest-neighbor or within-radius queries, use d3-quadtree. |
Networking & State Sync
Netcode
| Model | When To Use | Implementation |
|---|---|---|
| Hybrid (client movement, server combat) | Shooters, action sports, ranked duels | Client owns movement and sends capped-rate position updates. Server validates for anti-cheat. Combat (projectiles, hits, damage) is fully server-authoritative. |
| Server-authoritative with interpolation | IO Style, persistent worlds | Client sends input commands. Server simulates on fixed ticks and publishes authoritative snapshots. Client interpolates between snapshots. |
| Server-authoritative (basic logic) | Turn-based, event-driven | Server 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
requestAnimationFrameor 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 andconn.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 insrc/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
| Primitive | Use When | Typical 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 sharding | Each 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 matches | Durable player stats (for example rating and win/loss). |
leaderboard["main"] | Shared rankings across many matches/players | Global 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.idas the authoritative transport identity. TreatplayerId/usernamein 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
| Topic | Summary |
|---|---|
| Matchmaking | Immediate routing to the fullest non-started lobby (oldest tie-break); players wait in lobby until capacity, then the match starts. |
| Netcode | Hybrid. Client owns movement, camera, and local prediction. Server owns zone state, projectiles, hit resolution, eliminations, loot, and final placement. |
| Tick Rate | 10 ticks/sec (100ms) with a fixed loop for zone progression and lifecycle checks. |
| Physics | Client 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
Arena
| Topic | Summary |
|---|---|
| Matchmaking | Mode-based fixed-capacity queues (duo, squad, ffa) that build only full matches and pre-assign teams (except FFA). |
| Netcode | Hybrid. Client owns movement plus prediction and smoothing. Server owns team or FFA assignment, projectiles, hit resolution, phase transitions, and scoring. |
| Tick Rate | 20 ticks/sec (50ms) with a tighter loop for live team and FFA snapshots. |
| Physics | Medium to high intensity; client movement with server validation and server-authoritative combat/entities. |
Actors
Lifecycle
IO Style
| Topic | Summary |
|---|---|
| Matchmaking | Open-lobby routing to the fullest room below capacity; room counts are heartbeated and new lobbies are auto-created when needed. |
| Netcode | Server-authoritative with interpolation. Client sends input intents and interpolates. Server owns movement, bounds, room membership, and canonical snapshots. |
| Tick Rate | 10 ticks/sec (100ms) with lightweight periodic room snapshots. |
| Physics | Low to medium intensity; server-authoritative kinematic movement, escalating to a physics engine only when collisions get complex. |
Actors
Lifecycle
Open World
| Topic | Summary |
|---|---|
| Matchmaking | Client-driven chunk routing from world coordinates, with nearby chunk windows preloaded via adjacent chunk connections. |
| Netcode | Hybrid for sandbox (client movement with validation) or server-authoritative for MMO-like flows. Server owns chunk routing, persistence, and canonical world state. |
| Tick Rate | 10 ticks/sec per chunk actor (100ms), so load scales with active chunks. |
| Physics | Medium to high at scale; chunk-local simulation can be server-authoritative (MMO-like) or client movement with server validation (sandbox-like). |
Actors
Lifecycle
Party
| Topic | Summary |
|---|---|
| Matchmaking | Host-created private party flow using party codes and explicit joins. |
| Netcode | Server-authoritative (basic logic). Server owns membership, host permissions, and phase transitions. |
| Tick Rate | No continuous tick; updates are event-driven (join, start, finish). |
| Physics | Low intensity for lobby-first flows; usually no dedicated physics or indexing unless you add realtime mini-games. |
Actors
Lifecycle
Ranked
| Topic | Summary |
|---|---|
| Matchmaking | ELO-based queue pairing with a widening search window as wait time increases. |
| Netcode | Hybrid. Client owns movement with local prediction and interpolation. Server owns projectiles, hit resolution, match results, and rating updates. |
| Tick Rate | 20 ticks/sec (50ms) with fixed live ticks for deterministic pacing and broadcast cadence. |
| Physics | Medium to high intensity; client movement with server validation and server-authoritative combat/hit resolution. |
Actors
Lifecycle
Turn-Based
| Topic | Summary |
|---|---|
| Matchmaking | Async private-invite and public-queue pairing in the same pattern. |
| Netcode | Server-authoritative (basic logic). Client can draft moves before submit. Server owns turn ownership, committed move log, turn order, and completion state. |
| Tick Rate | No continuous tick; move submission and turn transitions drive updates. |
| Physics | Very 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
| Topic | Summary |
|---|---|
| Matchmaking | No matchmaker; each player uses a direct per-player actor and a shared leaderboard actor. |
| Netcode | Server-authoritative (basic logic). Client owns UI and build intent. Server owns resources, production rates, building validation, and leaderboard totals. |
| Tick Rate | No continuous tick; use c.schedule.after(...) for coarse intervals and compute offline catch-up from elapsed wall time. |
| Physics | None for standard idle loops; transitions are discrete (build, collect, upgrade) and do not need spatial indexing. |
Actors
Lifecycle