QuinCyMP

QuinCyMP/dense-melee-lab

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

8 good first / help-wanted issues · Python · last activity Oct 22, 2026

benchmark determinism distributed-simulation game-development game-server mmo multiplayer netcode netcode-for-entities server-meshing unity
8 Open Issues Need Help Last updated: Oct 22, 2026

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QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
good first issue
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
good first issue
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity
help wanted
QuinCyMP/dense-melee-lab
1

10,000 players in one melee, decided by 8 servers, bit-identical to 1. Reproducible netcode research: where a single server dies (~400), how a replica tier on unmodified Unity Netcode for Entities gets past it, and the first exact many-deciders fixture. numpy only.

Python
#benchmark#determinism#distributed-simulation#game-development#game-server#mmo#multiplayer#netcode#netcode-for-entities#server-meshing#unity