51 · Multiplayer · 3D

Server meshing

One world, many servers, no visible borders.

One server cannot simulate a huge world with many players. Server meshing splits a single world across several servers, each owning a region (or set of entities), and hands players and objects from one to the next as they cross. Done well, there are no loading screens and you can see across the border. It is much harder than sharding or zones because entities near a border involve two servers at once.

←↑↓→ or WASD moveM meshing on/offD-pad to walk

Try this: Walk right across the dashed line into server B. As separate zones you hit a loading screen and cannot see across. Turn on meshing: the other server takes over in one frame and slimes on both sides stay visible.

Server AHandoffs 0

Walk right across the dashed line into server B.

Prompt bit

Works for 2D or 3D in any engine (Unity, Unreal, Godot, web). Paste the short one for a quick fix, or the detailed one when you want it done properly.

Split one world across servers: each owns a region, entities near a border are replicated to both, and ownership transfers when an entity is 5 metres past the line with a handoff finished within 0.1 s, never mid-attack.

38 words · one sentence to paste as is

Where it's used

Common mistakes

Handoff without hysteresis so a player on the border ping-pongs, no ghost replication so the world ends at the line, two servers both thinking they own an entity, cross-border combat with no authority rule, and clients that reconnect on every handoff.

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