Cleoselene Game Engine

Source: original

Star Follow

Cleoselene

A Multiplayer-First Server-Rendered Game Engine with Lua Scripting.

Play Demo: Astro Maze

curl -fsSL https://cleoselene.com/install | bash

Why Cleoselene?

đŸ•šī¸ Multiplayer as Simplicity

Code multiplayer games as simple as single-player. No more worrying about client-server state sync or lag compensation. Just one loop, everywhere.

⚡ Primitive Streaming

We stream drawing primitives instead of heavy pixels or complex state objects. It's faster than cloud gaming and lighter than traditional networking.

🚀 High Performance

All performance-critical logic (Physics, Pathfinding) runs in Native Rust. Communication is powered by WebRTC for sub-frame latency.

đŸ›Ąī¸ Impossible to Cheat

Since the game is entirely server-rendered , the client has zero knowledge of the game state. No wallhacks, no aimbots, no compromise.

đŸ¤Ģ Hide Your Secrets

Keep your game's internal logic and secrets safe. Since your script never leaves the server, players can't reverse-engineer your code or find hidden content.

🌍 Host Anywhere

Total freedom. This version of the engine is free for personal or commercial use on your own infrastructure. No lock-in, no per-player fees.

🤖 AI-Native Debugging

Built for the AI era. Use the --debug-mcp flag to let LLMs (Claude, Gemini) inspect variables, evaluate code, and visualize game state in real-time.

â¤ī¸ Open Source

Cleoselene is fully open source! Support us by giving a star on GitHub.

Star

Features

Get Started

Download the binary and run:

cleoselene my_game.lua

API Reference

Cleoselene Manual

A Multiplayer-First Server-Rendered Game Engine with Lua Scripting.

CLI Usage

Flag | Description

-h, --help | Print this help manual and exit. -V, --version | Print engine version and exit. --port <PORT> | Port to start the server on (default: 3425). --debug | Enable the remote debug endpoint at /debug. --test | Run the script in headless test mode (init + 1 update) and exit.

Game Structure

A minimal game script (main.lua) must implement these callbacks:

-- Called once when the server starts function init() -- Initialize physics, load assets, setup state db = api.new_spatial_db(250) phys = api.new_physics_world(db) api.load_sound("jump", "assets/jump.wav") end

-- Called every server frame (typically 30 TPS) function update(dt) -- Advance physics simulation phys:step(dt) end

-- Called for EACH connected client to generate their frame function draw(session_id) api.clear_screen(20, 20, 30) api.set_color(255, 255, 255) api.draw_text("Session: " .. session_id, 10, 10) end

-- Network Events function on_connect(session_id) end function on_disconnect(session_id) end function on_input(session_id, key_code, is_down) end

API Reference

Display & Coordinates

The engine uses a fixed virtual coordinate system of 800x600. The output is automatically scaled to fit the client screen.

Graphics & Sound

Method | Description

api.clear_screen(r, g, b) | Clears the frame with a background color. api.set_color(r, g, b, [a]) | Sets the current drawing color. api.fill_rect(x, y, w, h) | Draws a filled rectangle. api.draw_line(x1, y1, x2, y2, [width]) | Draws a line. api.draw_text(text, x, y) | Draws text at position. api.load_image(name, url) | Preloads an image/sprite from a URL or local path. api.draw_image(name, x, y, [w, h, sx, sy, sw, sh, r, ox, oy]) | Draws a (sub)image with optional scaling, rotation, and origin. api.load_sound(name, url) | Preloads a sound from a URL/path. api.play_sound(name, [loop]) | Plays a loaded sound. api.stop_sound(name) | Stops a sound. api.set_volume(name, volume) | Sets volume (0.0 to 1.0).

Spatial DB (Geometry & Physics)

Creation

local db = api.new_spatial_db(cell_size) local phys = api.new_physics_world(db)

Object Management

Method | Description | Returns

db:add_circle(x, y, radius, tag) | Registers a circular entity. | id db:add_segment(x1, y1, x2, y2, tag) | Registers a line segment. | id db:remove(id) | Removes an entity. | nil db:update(id, x, y) | Teleports an entity. | nil db:get_position(id) | Returns current x, y. | x, y

Physics integration

Method | Description

phys:add_body(id, props) | Adds physics: {mass, restitution, drag}. phys:set_velocity(id, vx, vy) | Sets body velocity. phys:get_velocity(id) | Returns vx, vy. phys:set_gravity(x, y) | Sets global gravity. phys:step(dt) | Advances simulation and updates DB. phys:get_collision_events() | Returns list of collisions: {{idA, idB}, ...}.

Queries (Sensors)

Method | Description

db:query_range(x, y, r, [tag]) | Finds entity IDs within radius r. db:query_rect(x1, y1, x2, y2, [tag]) | Finds entity IDs within AABB. db:cast_ray(x, y, angle, dist, [tag]) | Returns id, frac, hit_x, hit_y.

Debugging

Start engine with --debug.

Debug Endpoint (/debug)

Send POST requests with Lua code to http://localhost:3425/debug.

Example: Inspect player state

curl -X POST -d "local State = require('state'); return State.players" http://localhost:3425/debug

Testing

Start engine with --test.

cleoselene my_game.lua --test

Headless mode: runs init() and one update(0.1) cycle, then exits with code 0 (success) or 1 (error).