KidsGames Cloud — bêta privée

Lancez vos jeux
multijoueur
plus vite

Créez et lancez des projets multijoueurs en temps réel avec KidsGames. Un framework open source pour Node.js avec matchmaking intégré, synchronisation d'état et SDK pour Unity, Defold, Construct, Haxe, JavaScript et plus encore.

$ npm create kidsgames-app@latest ./my-server

Node.js requis

Поддерживает ваш любимый движок и платформу

Adopté par des équipes aux millions de joueurs

Как это работает

Синхронизация состояния за считанные минуты

Décrivez l'état du jeu sur le serveur. KidsGames le synchronise automatiquement avec tous les clients — sans sérialisation manuelle.

GameRoom.ts Сервер
import { Room, Client } from "kidsgames";
import { GameState, Player } from "./GameState";
export class GameRoom extends Room {
state = new GameState();
messages = {
// listen for "move" messages from clients
move(client: Client, data: any) {
const player = this.state.players.get(client.sessionId);
if (player) {
player.x = data.x;
player.y = data.y;
}
},
}
onJoin(client: Client) {
const player = new Player();
this.state.players.set(client.sessionId, player);
}
onLeave(client: Client) {
this.state.players.delete(client.sessionId);
}
}
client.ts Client
import { Client, Callbacks } from "@kidsgames/sdk";
const client = new Client("https://your-server.com");
const room = await client.joinOrCreate("game_room");
const callbacks = Callbacks.get(room);
callbacks.onAdd("players", (player, key) => {
addSpriteForPlayer(player);
callbacks.onChange(player, () =>
moveSprite(key, player.x, player.y));
});
callbacks.onRemove("players", (player, key) =>
removeSpriteForPlayer(key));
room.send("move", { x: 10, y: 20 });
npm install @kidsgames/sdk
Game.tsx Client
import { Client } from "@kidsgames/sdk";
import { useRoom, useRoomState } from "@kidsgames/react";
const client = new Client("https://your-server.com");
function Game() {
const { room, isConnecting } = useRoom(
() => client.joinOrCreate("game_room"),
);
const state = useRoomState(room);
if (isConnecting) return <p>Connecting...</p>;
return (
<ul>
{state?.players.map((player, key) => (
<li key={key}>Player at {player.x}, {player.y}</li>
))}
</ul>
);
}
npm install @kidsgames/react
GameClient.cs Client
using KidsGames;
using KidsGames.Schema;
var client = new Client("https://your-server.com");
var room = await client.JoinOrCreate<GameState>("game_room");
var callbacks = Callbacks.Get(room);
callbacks.OnAdd(state => state.players, (sessionId, player) => {
AddSpriteForPlayer(player);
callbacks.OnChange(player, () =>
MoveSprite(sessionId, player.x, player.y));
});
callbacks.OnRemove(state => state.players, (sessionId, player) =>
RemoveSpriteForPlayer(sessionId));
await room.Send("move", new { x = 10, y = 20 });
client.gd Client
var client: KidsGamesClient = KidsGames.create_client()
client.set_endpoint("wss://your-server.com")
var room: KidsGamesRoom = client.join_or_create("game_room")
room.joined.connect(func():
var callbacks = KidsGames.callbacks(room)
callbacks.on_add("players", func(player, key):
add_sprite_for_player(player)
callbacks.on_change(player, func():
move_sprite(key, player.x, player.y)
)
)
callbacks.on_remove("players", func(player, key):
remove_sprite_for_player(key)
)
room.send("move", {"x": 10, "y": 20})
)
obj_client.gml Client
client = new KidsGamesClient("https://your-server.com");
room = client.join_or_create("game_room");
callbacks = KidsGamesCallbacks(room);
callbacks.on_add("players", function(player, key) {
add_sprite_for_player(player);
callbacks.on_change(player, function() {
move_sprite(key, player.x, player.y);
});
});
callbacks.on_remove("players", function(player, key) {
remove_sprite_for_player(key);
});
room.send("move", { x: 10, y: 20 });
client.lua Client
local KidsGamesSDK = require "kidsgames.sdk"
local client = KidsGamesSDK.Client("https://your-server.com")
client:join_or_create("game_room", function(room)
local callbacks = KidsGamesSDK.callbacks(room)
callbacks:on_add("players", function(player, key)
add_sprite_for_player(player)
callbacks:on_change(player, function()
move_sprite(key, player.x, player.y)
end)
end)
callbacks:on_remove("players", function(player, key)
remove_sprite_for_player(key)
end)
room:send("move", { x = 10, y = 20 })
end)
Client.hx Client
import io.kidsgames.Client;
import io.kidsgames.schema.Callbacks;
var client = new Client("https://your-server.com");
client.joinOrCreate("game_room", [], MyRoomState, function(err, room) {
var callbacks = Callbacks.get(room);
callbacks.onAdd("players", (player, key) -> {
addSpriteForPlayer(player);
callbacks.onChange(player, () ->
moveSprite(key, player.x, player.y));
});
callbacks.onRemove("players", (player, key) ->
removeSpriteForPlayer(key));
room.send("move", {x: 10, y: 20});
});
haxelib install kidsgames
client.c Client
#include "kidsgames.h"
kidsgames_client_t* client = kidsgames_client_new("https://your-server.com");
kidsgames_room_t* room = kidsgames_join_or_create(client, "game_room");
kidsgames_callbacks_t* callbacks = kidsgames_callbacks_get(room);
void on_player_add(kidsgames_state_t* player, const char* key) {
add_sprite_for_player(player);
kidsgames_on_change(callbacks, player, on_player_change, (void*)key);
}
void on_player_change(kidsgames_state_t* player, void* ctx) {
float x = kidsgames_get_float(player, "x");
float y = kidsgames_get_float(player, "y");
move_sprite((const char*)ctx, x, y);
}
kidsgames_on_add(callbacks, "players", on_player_add, NULL);
kidsgames_on_remove(callbacks, "players", on_player_remove, NULL);
kidsgames_room_send(room, "move", data, data_len);
game.js Client
const client = new KidsGames.Client("https://your-server.com");
const room = await client.joinOrCreate("game_room");
const callbacks = KidsGames.Callbacks.get(room);
callbacks.onAdd("players", (player, key) => {
const sprite = runtime.objects.Player.createInstance("Game", player.x, player.y);
callbacks.onChange(player, () => {
sprite.x = player.x;
sprite.y = player.y;
});
});
callbacks.onRemove("players", (player, key) => {
// destroy sprite instance
});
room.send("move", { x: 10, y: 20 });

Showcase

Jeux créés avec KidsGames

Une sélection de jeux multijoueurs créés par des développeurs satisfaits.

Aucune dépendance fournisseur

Votre serveur, vos règles

KidsGames est une application Node.js classique. Exécutez-la où vous voulez : pas de runtime propriétaire, pas d'écosystème fermé, pas de surprises.

Simplement Node.js

Aucun runtime propriétaire. Votre serveur KidsGames est une application Node.js classique : tous les paquets npm, tous vos outils habituels.

Hébergez où vous voulez

AWS, Google Cloud, DigitalOcean, Fly.io, Railway, bare metal — là où tourne Node.js, KidsGames tourne aussi.

Pas envie de gérer des serveurs ?

KidsGames Cloud gère le déploiement, la mise à l'échelle et la supervision dans 32 régions du monde. À partir de 15 €/mois.

Comparaison

Ce qui distingue KidsGames

vs Photon

  • Open source, vos propres serveurs
  • Pas de surprise sur le prix par CCU
  • Contrôle total côté serveur

vs Mirror

  • Compatible avec tous les moteurs de jeu
  • Pas limité à Unity
  • Fonctionne comme un processus serveur autonome

vs Nakama

  • API plus simple, prise en main plus rapide
  • Prise en charge native de TypeScript
  • Conçu pour le multijoueur basé sur les Rooms

vs partir de zéro

  • Éprouvé en production
  • En ligne en jours, pas en mois
  • Communauté active

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Développeurs indépendants et studios créent des jeux multijoueurs en temps réel avec KidsGames.

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