Multiplayer 3D Game Engine
Build multiplayer 3D games for the browser with a unified server-client architecture, integrated physics and real-time networking.
mavon-engine is full-stack game engine designed for creating multiplayer 3D browser games. Unlike fragmented solutions that require piecing together multiple libraries, mavon-engine provides everything you need in one cohesive package: server-side game logic, client-side rendering, physics simulation, real-time networking, and advanced debugging tools.
A unified server and client implementation that shares the same entity hierarchy. The BaseGame class handles server-side logic headlessly, while the Game class extends it with full 3D rendering, audio, and input handling.
Rapier 3D fully integrated and pre-configured for game development with synchronized simulation across server and client.
Built on Three.js, delivering stunning visuals with developer-friendly APIs and hardware-accelerated graphics.
Networking built on geckos.io with WebRTC-based low-latency communication.
Bring your characters to life with smooth, professional animations and seamless state management.
Create immersive environments with a modular, performance-optimized particle system.
A state-based entity architecture that makes complex game logic manageable:
GameObject (base entity)
├── Actor (+ state management)
│ ├── Entity3D (+ 3D rendering, animation)
│ └── LivingActor (+ health system)
└── NetworkedGameObject (+ synchronization)
└── NetworkedActor (+ networked state)Organize complex behaviors with a powerful state machine system:
Handle large game worlds with chunk-based streaming:
Optimized data flow for responsive multiplayer:
Player Input → Client Commands → Server Processing → Physics Step → State Sync → Networked Clients → Client Rendering
| TypeScript | 5.9+ | Type-safe development |
| Three.js | 0.176+ | 3D graphics rendering |
| Rapier 3D | 0.18+ | Physics simulation |
| geckos.io | 3.0+ | WebRTC networking |
| Express.js | 5.1+ | HTTP server backend |
Build character-driven games with the state machine system for complex behaviors, skeletal animation for smooth combat, and health/damage systems.
Real-time networking, physics synchronization, and bandwidth optimization for competitive multiplayer where every millisecond matters.
Chunk-based streaming and distance-based culling for expansive game worlds without overwhelming resources.
Integrated Rapier physics with character controllers, impulse application, and synchronized simulation across clients.
Coming soon
Server + Client + Physics + Networking + Rendering + Animation + Particles + Debugging
All in one package. All working together. All TypeScript.