Acron

Built for
Thousands.

A Distributed Objects networking stack designed for massively concurrent worlds — MMOs, persistent simulations, battle royales, digital twin clusters. Deploy to managed infrastructure in one command.

Zone Interest Management Dead Reckoning DO Triplet Architecture DC Schema Language Managed Hosting
View Hosting Plans Read the Docs

Three-Tier Distributed Objects

Every game object exists simultaneously as three views: a client-side proxy, an AI/game-logic server, and an authoritative uber-dog. Each layer only knows what it needs to know.

Client
DistributedObject
Interpolated proxy. Receives state from the server. Never trusts itself for authority — it asks.
Authority
StateServer / UD
Canonical truth. Owns object state. Routes messages. Can be clustered across machines.
Game Logic
DistributedObjectAI
Server-side game logic. Runs AI, physics validation, event handling — separate from clients.

01

Zone-Based Interest Management

Each client only receives state updates for objects in their current zone. A 10,000-player world doesn't broadcast everything — each player sees only their neighbourhood. Scales horizontally without code changes.

02

Dead Reckoning Smoothing

DistributedSmoothNode interpolates position, heading, and velocity between server ticks. Players see fluid movement at 10 Hz server updates. No client-side prediction complexity in your game code.

03

DC Schema Language

Define networked fields and remote methods in a .dc file. Acron generates client and server stubs automatically — no protobuf boilerplate, no manual serialization.

04

CartesianGrid Zones

The world is divided into a cartesian grid. Objects and clients exist in cells; interest is declared per-cell. A player moving between zones triggers automatic subscription updates — transparent to your game logic.

05

ClientAgent Gateway

All external connections go through a ClientAgent — a hardened gateway that validates clients, enforces rate limits, and routes to the right StateServer. Clients never touch the game server directly.

06

Horizontal Cluster Scaling

Add StateServer nodes to handle more zones. The cluster router distributes objects across nodes automatically. Run a 1-zone dev server or a 500-node production cluster with the same game code.

Define Once,
Run Everywhere

Declare your networked object in a DC schema. Acron generates the client, AI, and UD classes — you just fill in the logic.

  • Python or C++ — game logic in your preferred language
  • Automatic stub generation — no boilerplate serialization code
  • Type-safe RPC calls — the schema enforces the contract
avatar.dc — schema
// Declare networked fields & methods
dclass DistributedAvatar:
  setName(string n) broadcast required;
  setPos(float32 x, float32 y, float32 z) broadcast ram;
  setHp(uint16 hp) broadcast ram required;
  requestAttack(uint32 target_do_id) airecv clsend;
DistributedAvatarAI.py — server logic
from acron.distributed import DistributedObjectAI

class DistributedAvatarAI(DistributedObjectAI):

    def requestAttack(self, target_do_id):
        target = self.air.doId2do(target_do_id)
        if not target: return
        dmg = self.calcDamage()
        target.b_setHp(target.hp - dmg)
        # b_ = broadcast: updates all clients

Deploy in One Command

Acron-managed infrastructure runs the cluster server, load balancing, and auto-scaling. You ship the game; we run the servers.

Dev

Free

while in development

  • 10 concurrent players
  • Shared cluster
  • 1 zone / 1 region
  • Community support

Indie

$29

/ month

  • 200 concurrent players
  • Dedicated container
  • 2 regions
  • Email support

Growth

$149

/ month

  • 2,000 concurrent players
  • Auto-scaling pods
  • 4 regions, custom domain
  • Priority support

Scale

$599

/ month

  • 20,000 concurrent players
  • Multi-cluster, global edge
  • SLA 99.9%
  • Dedicated engineer

Enterprise

Custom

 

  • Unlimited scale
  • On-premise / private cloud
  • Custom SLA
  • Co-located support

Prefer to self-host? Full cluster server source included. Self-host guide →

Start Building
Your World

Multiplayer is included in every install. No extra packages, no separate SDK.