KinematicSoup Technologies
KinematicSoup Technologies
@kinematicsoup.com
We build Reactor, a Unity multiplayer engine for physics, large crowds, and games other tools can't handle. Also makers of Scene Fusion, real-time collaborative scene editing for Unity. kinematicsoup.com Join us on discord! https://discord.gg/vWeTvPB
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Server authority came later without a rewrite, and the assistant's questions became new Reactor docs. His account: kinematicsoup.com/blog/mutant-mayhem-single-player-to-multiplayer-in-three-days
All six topologies, the games each one fits, and the elimination checklist: kinematicsoup.com/blog/multiplayer-network-topologies-how-to-choose
The full model, with an interactive calculator: kinematicsoup.com/blog/how-much-does-it-cost-to-build-and-run-a-multiplayer-game
Where the bandwidth goes at crowd scale, and what brings it down: kinematicsoup.com/blog/why-multiplayer-physics-breaks-at-scale
Full Unity project, Reactor 1.1.3 on Unity 6.3, server built from the arena scene: github.com/KinematicSoup/examples/tree/main/StarFighter
Where the cost comes from and what brings it down: kinematicsoup.com/blog/why-multiplayer-physics-breaks-at-scale
None. There is one live scene. Synty has built its demo scenes this way for years: kinematicsoup.com/blog/synty-studios-case-study
BitStreamReader and BitStreamWriter in C#, single-bit and multi-level headers: kinematicsoup.com/blog/data-compression-bit-packing-101
Our favourite row is the last one: release candidate in 4 weeks instead of 15. The full table: kinematicsoup.com/blog/braains2-case-study-reactor-scene-fusion
#ScreenshotSaturday from the editor: seven people building one Unity scene at the same moment in Scene Fusion, with @synty.bsky.social assets. #gamedev #unity3d
Nobody waits for the scene file. Scene Fusion is free for teams of two: kinematicsoup.com/scene-fusion
The repro, Unity's update order, and scripts for the manual cases: kinematicsoup.com/blog/timesteps-smooth-motion-unity
Our kazap.io algorithm, with pseudo code: kinematicsoup.com/blog/multiplayerprediction
The numbers behind it, including why we skipped network LOD: kinematicsoup.com/blog/multiplayer-survivors-5000-enemies
The full numbers, the tick and send rates, and why we skipped network LOD: kinematicsoup.com/blog/multiplayer-survivors-5000-enemies
The full topology guide, with the mistakes worth avoiding: kinematicsoup.com/blog/multiplayer-network-topologies-how-to-choose
Dedicated server, listen server, lockstep, rollback, relay, async backend: how each works and which games fit: kinematicsoup.com/blog/multiplayer-network-topologies-how-to-choose
What gamma and linear mean, and how to set Unity up: kinematicsoup.com/blog/gamma-and-linear-space-what-they-are-how-they-differ
The full comparison, criteria first: kinematicsoup.com/blog/reactor-vs-coherence-unity-multiplayer