FPS Private Multiplayer

Runs the first-person match as a private online game: a 60 Hz server simulation, client prediction and reconciliation, bounded hit rewind, reconnect tokens and bots that fill empty seats.

Source: module-kits:kits/fps_network/usage/en.mdView Markdown source

Also read offline — CLI: grip-forge docs fps-networkMCP tool: gripforge_docs { "topic": "fps-network" }

FPS Private Multiplayer (fps.network) #

What it is for #

Runs the first-person match as a private online game: a 60 Hz server simulation, client prediction and reconciliation, bounded hit rewind, reconnect tokens and bots that fill empty seats.

It needs fps.armory, net.transport, game.engine; installing it brings them in.

Turn it on #

Install the kit in a project, then change a setting (the values shown are its defaults):

gripforge_gamekit_install   { project_id: "gkp_…", id: "fps.network" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "fps.network",
                              config: { "endpoint": "ws://127.0.0.1:5174/fpsnet", "room": "RELAY" } }

First example #

The kit has no dedicated test yet; this installs it and sets two of its settings to their defaults.

gripforge_gamekit_install   { project_id: "gkp_…", id: "fps.network" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "fps.network",
                              config: { "endpoint": "ws://127.0.0.1:5174/fpsnet", "room": "RELAY" } }

Settings and defaults #

Descriptions come from the kit manifest and stay in English.

SettingTypeDefaultRange or valuesMeaning
endpointstring"ws://127.0.0.1:5174/fpsnet"
roomstring"RELAY"
rejoinSecondsnumber9010–300

Services, events, variables #

  • Service fps.network: connect(options) returns the authoritative FPS client driver.

Hooks and modding #

This kit declares no hook and no collection to mod.

Engines #

Declared targets: web. gripforge kit api fps.network lists the exact settings and services of your version.

Versions #

Kit version 1.2.0.