Multiplayer for your game,
without the server work.
The networking every game on Hawkes Gen runs on, for yours too. Make a project with your hawkesgen.ai account, join a room in one call, and watch your players, rooms and tickets live. For the web, Babylon.js and Unity.
Games on Hawkes Net.
Our own games run their online play on it.
Sick Of It
Climb 1,000 floors of Hell beside the ghosts of everyone else climbing your floor right now.
Play Sick Of It MMO · one worldYooba Land
Everyone in the same world: one room per area, hundreds together, with emotes, races, co-op puzzles and trading food.
Play Yooba Land Fighter · versusDose Of Destruction
A platform fighter with the whole cast, and matches against your friends online.
Play Dose Of DestructionEverything between your players.
One call
lobby().join('level-1') puts everyone in a level together, moves on to the next room when one fills, and rejoins by itself after a dropped connection.
Your projects, live
Each project has its own page: players online now and over the day, rooms and who is in them, every ticket and why one was refused, and 30 days of usage.
Our relay
Avatars by distance (near players often, far ones less), messages once and in order across reconnects, a shared clock, and a binary protocol about 5 times smaller than JSON.
No server needed
List your game's sites and its pages join with no key. Have a server? It asks for tickets with your API key and decides who plays where.
Free to build
Your own machine (localhost) always joins your project's test rooms, apart from your players. Open two tabs and play.
Your engine
One ES module for the web, a module of its own for Babylon.js, a package for Unity (WebGL, the Editor and desktop builds), and raw messages for games with their own netcode.
Online in three steps.
Sign in
Use your hawkesgen.ai account at net.hawkesgen.ai. Making one is free.
Make a project
Name it; its id is what your game passes as project. List your game's sites when you are ready to put it online.
Add the SDK
One import for the web, a module for Babylon.js, a package for Unity: pick yours below. All open source, MIT.
Pick your engine.
Open source under the MIT license. Every one joins the same rooms, so a Unity build and a web page can play together.
JavaScript SDK
Rooms, lobbies, avatars, synced state, a shared clock, express frames for what can't wait, and games that keep going in a background tab. No dependencies, with TypeScript types.
import { lobby } from 'https://net.hawkesgen.ai/sdk/hawkes-net@1.mjs'
Hawkes Net for Babylon.js
multiplayer(scene, { project, player }): everyone else as avatars played back smoothly, shared moving things, players in the background shown as away. An example you can open twice.
Hawkes Net for Unity
Shared rooms by area, drop-in avatars and messages in C#. WebGL builds and the Editor's Play mode join the same rooms. Install it with Package Manager from the git URL, or as a tarball; the Asset Store listing is in review.
GitHub: hawkesnet-unity · TarballPlay together, here, right now.
Every dot is someone with this page open in the same room, on our relay. Open the invite link in another tab or on your phone.
Measured, not promised.
From our load test and our own games. Numbers for a world with 60 moving things and avatars 15 times a second.
Free to build. Pay when you are online.
While we set prices, using it costs no credits; each project's page counts player-minutes and relay data, so you see what you'd pay first.
Free account
- Projects, the dashboard and the SDK
- Your game on localhost, in test rooms
- Up to 3 rooms, 16 players and 8 a room per project
Paid account
Credits or a plan on hawkesgen.ai.
- Your game's own sites, and tickets from your server
- Up to 64 players a room, 200 rooms, 2,000 players a project
- Peer to peer for small rooms of friends, if you want it
Put your game online.
Your hawkesgen.ai account is all you need.