# Colyseus - Multiplayer Game Client & Server

**URL:** <https://forum.defold.com/t/colyseus-multiplayer-game-client-server/17101>\
**Category:** Showcases\
**Created:** [February 22, 2018, 3:45pm UTC](https://forum.defold.com/t/colyseus-multiplayer-game-client-server/17101 "2018-02-22T15:45:34Z")\
**Posts on this page:** 1\
**Showing post:** 31

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**Author:** ![Oleg\_The\_Evangelist](https://forum-defold.b-cdn.net/user_avatar/forum.defold.com/oleg_the_evangelist/32/1596_2.png) [@Oleg\_The\_Evangelist](https://forum.defold.com/u/Oleg_The_Evangelist)\
**Post date:** [November 16, 2018, 11:12am UTC](https://forum.defold.com/t/colyseus-multiplayer-game-client-server/17101/31 "2018-11-16T11:12:53Z")

</div>

I see many different questions about Colyseus and Defold in various chats/places. And looks like very little lands on the forum. So I’ll try to collect that scattered experience and I inspire others to copy/paste useful bits to the forums, so it is searchable to others.

Here’s a nice chat from Defold’s slack:

> totebo [11:00 AM]  
> Has anyone here had experience with the Colyseus multiplayer server?  
> sven [11:01 AM]  
> Not yet, I want to try it but haven’t had the time  
> Looks promising though!  
> evangelist [11:03 AM]  
> guess @SelimAnac is an expert: [Colyseus - Tic Tac Toe Multiplayer Example](https://forum.defold.com/t/colyseus-tic-tac-toe-multiplayer-example/31449)  
> also @cytherabbit poked around it, to my knowledge  
> Selim Anac [11:14 AM]  
> @evangelist @totebo not an expert 🙂 Just made some tryouts with it. Feel free to ask anything, I’ll be glad if I can help.  
> totebo [11:16 AM]  
> Thanks guys! I’m researching the possibility of creating a four-player turn based game. Is Colyseus the closest to a plug-and-play option for Defold currently? (edited)  
> totebo [11:19 AM]  
> @Selim Anac How well does Colyseus handle multiple servers and scalability?  
> Selim Anac  
> [11:21 AM]  
> Yes Colyseus is very very closest to a plug-and-play. It is easy to use. It is a practical solution for a small size games. (edited)  
> totebo [11:22 AM]  
> Nice! I’m looking for a solution that can SCALE if needed, though. 🙂  
> Selim Anac [11:23 AM]  
> It can scale but honestly I don’t recomended it for large projects.  
> [http://colyseus.io/docs/api-server/#optionspresence](http://colyseus.io/docs/api-server/#optionspresence)  
> [colyseus.io](http://colyseus.io)  
> Server - Colyseus v0.9.x  
> Documentation for Colyseus Multiplayer Game Server for Node.js  
> [http://colyseus.io/docs/api-presence/](http://colyseus.io/docs/api-presence/)  
> [colyseus.io](http://colyseus.io)  
> Presence - Colyseus v0.9.x  
> Documentation for Colyseus Multiplayer Game Server for Node.js  
> totebo [11:24 AM]  
> That looks good, similar to a solution I used for No Brakes io. Is the reason you can’t recommend it the single point of failure? Or something else?  
> britzl [11:31 AM]  
> @Selim Anac Why don’t you recommend it for large projects?  
> Selim Anac [11:33 AM]  
> First of all it is a Node.js app 😄 (edited)  
> It is expensive to use on server side.  
> Defold version of Colyseus is using a msgpack-lua algorithm cause frame drops: [Colyseus - Multiplayer Game Client & Server - #23 by nik.dreml](https://forum.defold.com/t/colyseus-multiplayer-game-client-server/17101/23)  
> Which is why I’m working on C++ NE with threads for handling websocket connection and binary serialiation.  
> (expensive because of the cpu and mem usage)  
> I didn’t test it’s scaling features.  
> So I can’t say anything about it, sorry.  
> totebo [11:38 AM]  
> The frame drops is mainly because it’s a synchronous game? The one I’m planning to make is asynchronous.  
> Selim Anac [11:44 AM]  
> I think so. Heavy realtime calculations may cause this issue. It may suit well for asynchronous game.  
> Your game’s logic is very important there. If it is a puzzle game… like a word game, you can do whatever you want. Colyseus with Defold is more than enough for it. (edited)  
> But if you are planning something like this: [Family Age](https://forum.defold.com/t/family-age/17723)  
> You can’t handle it with Colyseus. Actually you can, but your server costs go higher and higher.  
> Selim Anac [11:58 AM]  
> One more thing; there isn’t build in matchmaking solution in Colyseus. It has matchmaking cycle but you should implement your logic. Matchmaking is a totally other and complex subject  
> totebo [11:58 AM]  
> Ok great info.  
> The game I’m making is for Facebook Instant. So I think I can let Facebook deal with that.  
> Selim Anac [12:01 PM]  
> Ah this is great. But highly recommend to test it is performance first. Html build in FB Canvas may cause other problems.  
> A specially on mobile

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