THNK Framework

website·Indexed 32 days ago

https://thnk.cloud/docs

A framework for building multiplayer experiences. THNK provides tools for managing game state, state variables, and client-server architecture, utilizing various networking adapters including P2P and local adapters to synchronize data between players.

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What's inside THNK

  1. Overview of the THNK framework for GDevelop

    THNK is a framework for building GDevelop games with multiplayer capabilities. Unlike a simple extension, it is a structural approach to coding games. It is designed to be flexible, allowing developers to migrate existing games to THNK. By default, games built with THNK work in single-player mode without extra changes, making it easy to add multiplayer features later.
  2. Understand the THNK server-client game state model

    In THNK, the server is responsible for controlling updates to the game state and broadcasting those updates to all clients. The client's role is to display the current game state and send requests to the server to initiate changes to that state.
  3. Understand the THNK authoritative server-client architecture

    THNK uses an authoritative server model where only one instance (the server) runs the game logic and maintains the official game state. The server synchronizes this state by sending updates to all connected clients. The server can be a local PC (single-player), a player's instance, or a dedicated server. Server code only runs on the server unless the server instance is also acting as a client.
  4. Local and single-player behavior in THNK

    THNK games operate in single-player mode by default. Local multiplayer on a single machine is intended to be supported via a split-screen adapter (coming soon).
  5. Understand THNK's authoritative architecture

    THNK is an authoritative games framework based on a client-server architecture. It is not an inherent multiplayer framework, but rather a way to build games that can be made multiplayer via adapter extensions. The recommended workflow is to build the game in single-player first and then add multiplayer functionality through adapters.
  6. Understand THNK's authoritative multiplayer architecture

    THNK employs an authoritative multiplayer architecture to prevent cheating and malicious updates. In this model, a single designated server acts as the 'source of truth,' running all game code. All clients trust the server's state, ensuring that hackers cannot easily manipulate the game unless they control the server itself.
  7. Understand the role of Adapters in THNK

    THNK handles multiplayer logic but does not manage networking. To enable multiplayer functionality (as opposed to single-player), you must plug in an adapter. An adapter defines how THNK communicates with servers or clients. While custom adapters can be built using JavaScript, official extensions are provided for common use cases.
  8. Implement LAN multiplayer in THNK games

    To create LAN games, use the Geckos.io adapter. This allows you to start a server on your local machine and enable other players to connect using your local IP address.
  9. Use THNK Rooms (Relay) for secure room-based matchmaking

    THNK Rooms allow players to start servers with a specific code. Clients connect via the THNK Relay using µWebSockets (TCP).

    Advantages:

    • Reliability: Standard TCP connections are rarely blocked by networks.
    • Privacy: IP addresses are not discoverable, making it ideal for games where strangers play together.
    • Features: Supports shareable room codes and public room tagging for discovery.

    Disadvantage: Higher latency (lag) compared to UDP-based adapters on unreliable networks.

  10. Use the Geckos.io Adapter for client-server multiplayer

    The Geckos.io adapter provides fast and secure UDP connections via WebRTC. It is designed for architectures where clients connect to a central authoritative server (e.g., Minecraft-style multiplayer) rather than direct peer-to-peer connections.
  11. Determine whether to use Server or Client events

    In THNK, events must be categorized as either Server or Client. Use the following criteria to decide:

    • Client Events: Use for logic that only affects the local visual experience (e.g., animations) or uses information the client already possesses (e.g., local player position). Putting animations in client events reduces bandwidth and prevents visual stuttering caused by server tick rates.
    • Server Events: Use for logic that requires secret information, affects other players, or manages game state (e.g., player connections/disconnections).
  12. Implement world-wide multiplayer in THNK games

    World-wide connectivity for players is achieved using the P2P adapter and the THNK Cloud (currently listed as coming soon).