I made a Web shooter in C++ with no engine. Fully deterministic netcode
GitHub: https://github.com/TeamHypersomnia/Hypersomnia - The netcode relies on full simulation determinism - this includes Box2D physics. I'm using standard floating-point calculations and rely on IEEE754 compliance. I also use STREFLOP for portable math function implementations. This is commonly done for RTS games with a lot of synchronized units, however this technique is rarely if ever seen in games with complex physics, esp. shooters. - The atlas packer I wrote for the game was reused in Assassin's Creed, Skydio and received 2 scientific references:…
In plain words
Hypersomnia is a web-based multiplayer shooter built in C++ without a game engine, featuring fully deterministic netcode that synchronizes complex Box2D physics across all clients using IEEE754-compliant floating-point math. Players compete in ranked matches through browser or native clients on Windows, Linux, and macOS, with matchmaking based on the OpenSkill rating system. The project includes rectpack2D, a texture atlas packing tool that has been adopted in commercial games and academic research.
written from the facts on this page · September 2026
From the sources
In the maker’s words, at launch
GitHub: https://github.com/TeamHypersomnia/Hypersomnia - The netcode relies on full simulation determinism - this includes Box2D physics. I'm using standard floating-point calculations and rely on IEEE754 compliance. I also use STREFLOP for portable math function implementations. This is commonly done for RTS games with a lot of synchronized units, however this technique is rarely if ever seen in games with complex physics, esp. shooters. - The atlas packer I wrote for the game was reused in Assassin's Creed, Skydio and received 2 scientific references: https://github.com/TeamHypersomnia/rectpack2D - You can play ranked matches in the browser after signing in with Discord. Your MMR is based on the OpenSkill library. - Browser clients and native clients (Windows, Linux, MacOS) can play on the same servers thanks to libdatachannel and datachannel-wasm. Host a server from your browser and connect from the Steam version, or vice versa. - I use LLVM to build it for all platforms: Windows, Linux, MacOS. I use Emscripten to compile it to WebAssembly. - There were significant challenges in making Box2D suitable for this, e.g. it comes without operator= so I had to implement complete cloning of the physical world for when I have to roll back the predicted world to reconcile it with the server state. Note it's not enough to just recreate the b2World from velocities and positions - you have to clone all contacts, generated trees, and all cached state so that the order of subsequent operations stays identical. Read more about the interesting tech aspects of the game here: https://github.com/TeamHypersomnia/Hypersomnia#tech-highligh...
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