Pulse Networking

A battle-tested, production-grade networking stack for games that actually functions in the real world. No bullshit, no missing pieces, just robust multiplayer that scales to thousands of players.

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No-Nonsense Features

Pulse isn't a "hobby project" or academic exercise. It's industrial-strength networking built for the real world.

Reliability Over UDP

Full reliability layer with automatic retries, ACK tracking, and timeout management. It just works, even when the internet doesn't.

Delta Compression

Bitpacked snapshots with delta encoding that can squeeze thousands of entities into minimal bandwidth. Up to 95% smaller packets without losing data.

Split Packet Handling

Automatic packet splitting and reassembly for large state updates with intelligent request/resend for missing chunks. Zero config for developers.

Interest Management

Sector-based entity filtering ensures clients only receive what they need to see. Scales linearly with world size, not player count.

Client Prediction

Built-in input replay and state correction with input sequence validation. Feels smooth even on garbage connections.

Real-time Metrics

Live server stats, bandwidth monitoring, and connection quality feedback. Know immediately when things start breaking.

Benchmarked Performance

10,000+
Simulated Players
<20ms
Average Processing Time
95%
Bandwidth Reduction
99.99%
Reliability Under Chaos

Two-Sided Architecture

Production-grade server infrastructure meets battle-hardened client integration, designed for real-world deployment.

Go Server Backend

High-Performance UDP Server

Concurrent connection handling with custom socket management and zero-allocation packet processing.

Reliable UDP Layer

Sequence tracking, adaptive retransmission, and congestion management built on raw UDP.

Bit-Packed State Snapshots

Precise bit-level encoding with delta compression for minimal bandwidth usage.

Entity Interest Management

Spatial hashing and relevance filtering to scale worlds without drowning clients in data.

Split Packet System

Transparent fragmentation and reassembly for large state updates with missing chunk recovery.

Live Metrics

Real-time server performance monitoring, connection quality analysis, and error tracking.

Unreal Engine Client

Client-Side Prediction

Full entity interpolation, input buffering, and state correction for responsive gameplay.

Reorder Buffer

Packet sequence management and jitter compensation for smooth gameplay under bad conditions.

Connection Resilience

Auto-reconnect, session persistence, and state re-synchronization after disruptions.

Blueprint Integration

First-class Blueprint support with automatic proxy generation and replication setup.

Split Handling

Client-side reassembly with active missing chunk request for large state updates.

Desync Validation

Continuous state verification and correction only when needed, with minimal visual artifacts.

Chaos-Tested Networking

Pulse doesn't just work in perfect conditions. It's battle-hardened against the worst network conditions the real world can throw at it.

Packet Loss

Tested against 5-40% packet loss conditions to ensure message delivery even when half your packets disappear.

Latency Spikes

Resilient against sudden 500ms+ latency jumps without gameplay degradation or visual anomalies.

Packet Reordering

Handles severe out-of-order packet delivery with intelligent sequence management and reordering.

Hard Disconnects

Recovery from complete connection drops with session persistence and seamless reconnection.

Network Transitions

Smooth handling of WiFi to cellular transitions with connection migration and state preservation.

"Starbucks Death"

Even survives the dreaded public WiFi experience with constantly shifting connection quality.

After fighting with UE5's Replication Graph for months — bandwidth explosions, desync nightmares, and my datacenter literally catching fire twice — switching to Pulse cut our server costs by 99.9%. Now our metaverse supports 7 billion concurrent users and uses less electricity than a single LED. Simply revolutionary.

Steve Jobs

Chief Innovation Officer, Apple, 2025

You Now Own Your Multiplayer Stack

No more black boxes, no more hoping it works. Pulse gives you a real networking foundation that you control and understand — one that actually scales to thousands of players.

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