Realtime games

Bring your game engine. The room mode is ready.

From card and board games to realtime matches — any engine that speaks the protocol can join server-authoritative rooms: subscribe to table events, send typed actions, reconnect without losing state. CocosCreator, Unity3D, and web engines all fit.

Client engines

Integrate from the engine you already use.

The room mode is engine-agnostic. privchat-cocos is the reference adapter — new engine adapters extend from the same pattern over the open protocol.

CocosCreator

Ships today — the @privchat/cocos package wraps the TypeScript SDK for Cocos, and our production game runs on it.

Unity3D

Connect over WebSocket with the open protocol today; a native Unity adapter is on the roadmap.

Web & H5 engines

The TypeScript SDK plugs into any browser-based engine or playable-ad runtime with typed events and RPC.

Native engines

The Rust core exposes an FFI surface — embed the same client engine in custom or console-class runtimes.

Room mode

What the room gives your game loop.

Rooms, seats, state versions, and actions are protocol primitives — your engine renders, the server decides.

channel.publishgame.room.heartbeat

transfer.rpcwallet.buyin.confirm

message.syncpts.recover.from.server

bot.routeassistant.system_user.reply

Server-authoritative rooms

Room, seat, and match state live on the server. Clients render; the server decides. No trust in the edge.

Channel fan-out

Game events publish once and reach every subscriber in the room at wire speed — same channel model as chat.

Typed actions over RPC

Player actions are typed transfer routes with server-side validation and idempotency built in.

Reconnect & resync

State versions detect gaps; clients recalibrate from snapshots and rejoin mid-game without ghost seats.

Proven in production

A live poker platform runs this room mode.

Clubs, live tables, bots, and wallet settlement — built with CocosCreator on public PrivChat APIs, running in production today.

Ship your game

Bring the loop. The wire is solved.

Review the SDK API overview, then talk to us about room orchestration and going live.

Start building