Build Live Collaboration Into Your App.

Croquet drives the next generation of real-time collaborative apps and games.

Effortlessly build shared experiences where “what you see is what I see.”

Easy to Program

No backend server programming! Just write your client app as if the user interacts with a local world. Croquet magically shares this world and lets users interact.

Ultra-Low Latency & Bandwidth

Croquet's global edge reflector network offers ultra-low latency (< 10ms) and a fraction of the bandwidth usage that a multi-user shared experience usually implies.

Cost-Efficient & Scalable

Using Croquet costs < $0.003 per user per hour. It scales elastically, supporting hundreds of users per shared session and optimally distributes collaboration around the globe without any provisioning or configuration.

Secure & Anonymous

All communication to Croquet reflectors is encrypted. Reflectors anonymously serve any Croquet app, coordinating collaboration without being able to access any content from the shared experience.

How Croquet Works

1. Edge reflectors have no state.
They simply distribute time-stamped messages.

2. User events are sent to the reflector.
The reflector forwards them as ordered messages to all the peers.

3. Peers compute deterministically.
They remain in perfect sync with each other, processing messages identically.

Tech Demos

In each demo, hover the lower-left corner for a QR code to join the same session with additional devices.

Wide Wide World
Game prototype showcasing complex collaborative 3D terrain editing and large numbers of perfectly synchronised AI actors.

Multiplayer Physics
Interact collaboratively with a shared, fully physically simulated world. Good example of bit-perfect synchronised client computation of even chaotic worlds.

Similar demos:
Multiplayer Jenga-like Tower Destruction
Multiplayer Tin Can Knockdown

Brain Scan Annotation (WebGL 2, no iOS support)
Prototype for collaborative exploration and annotation of 3D medical data. Client-side generation of images from a raw MRI dataset.  In normal mode, adjusting the slice index or dragging to rotate the head will be shared to all users.  Click “draw” to enter drawing mode (double-click to lock the mode), then choose a slice and drag to annotate it.  The slice-selecting arrow buttons glow yellow to indicate where an annotation has been added.

Object Manipulation
Prototype for simple shared AR/VR 3D user interfaces and object manipulation.

From The Croquet Community

Spatialized Conference Call & Multi-Track Recorder
By Zack Qattan - Demo Source on GitHub

#threejs for rendering
#ResonanceAudio for spatial audio
@Croquet for syncing devices
@feross's simple-peer for #voice
@ultraleap's #LeapMotion for handtracking
@BBCRD's peaks.js for waveforms
#BoseFrames for headtracking

Get Access To The Croquet SDK

Croquet SDK Docs
Current documentation for the alpha version of the Croquet SDK, including lessons, tutorials and technical reference to help you build your first collaborative experience.

The Croquet Team

David A Smith, CEO, Founder
David has been developing new products and building new companies for over 30 years. His focus has been in real-time 3D for games and enterprise. He was recognized for his pioneering work in VR by giving the Keynote address at IEEE VR 2017 in Los Angeles.

Jeffrey Smith, Co-Founder
As a CEO, serial entrepreneur and senior advisor, Jeffrey has delivered three decades of global P&L leadership in the enterprise software, environmental engineering, and defense sectors. In all of his companies, he has driven consistent revenue and profit growth though comprehensive organic expansion and aggressive, strategic M&A.

Brian Upton, Chief Creative Director
Brian is a 20-year veteran of the game industry. He was one of the founders of Red Storm Entertainment where he designed the original Rainbow Six and Ghost Recon. Fifteen years as a senior designer at PlayStation, guiding external teams through every stage of production, including innovative indie titles such as Fat Princess, Warhawk, Sorcery, Everybody’s Gone to the Rapture, Bound, and Here They Lie. Brian is the author of the books The Aesthetic of Play and Situational Game Design.

Aran Lunzer
Aran is an interaction researcher whose work centers on "subjunctive interfaces": information interfaces designed to illuminate the context surrounding a computed result by hinting at alternative results from nearby, subtly different computations. Aran's aim is to entice users to inform themselves, exploring and comparing further than they otherwise would.

Yoshiki Ohshima
Yoshiki developed “Kedama”, a massively parallel particle programming system for his PhD, as well as Shadama – a new GPU-based language that is part of Croquet. He has worked on a mobile theme park guide project at Walt Disney Imagineering R&D. He also worked on bringing the Etoys programming environment to children on the One Laptop per Child at Viewpoints Research Institute.

Bert Freudenberg
Bert is the lead engineer of the current Teatime client/server architecture underlying Croquet. He has been developing interactive systems for more than 20 years with a focus on live, self-supporting systems and their use in education (including Squeak Etoys, Scratch, Lively, Smalltalk-78, Plopp). His PhD was awarded for new real-time non-photorealistic 3D rendering techniques.

Anselm Eickhoff
Raised as an anti-disciplinary tinkerer, Anselm became a true programming generalist — before having his world view shaken by Alan Kay. Retracing childhood influences he develops Citybound, a large-scale web-based collaborative city planning game. His quest is to build environments where hard play scales to real-world problems.

Croquet Advisors

Alan Kay, Mentor / Advisor
Alan is the father of the personal computer. Kay conceived the Dynabook concept which defined the conceptual basics for laptop and tablet computers and E-books and is the architect of the modern overlapping windowing graphical user interface (GUI). He also defined the concept of messaging-based Object-Oriented Programming.

Dan Ingalls, Advisor
Dan is a pioneer of object-oriented computer programming and the principal architect, designer and implementer of five generations of Smalltalk environments. He also invented BitBlit, the general- purpose graphical operation that underlies most bitmap graphics systems today, and pop-up menus.

Avi Bar-Zeev, Advisor
Avi has been a pioneer, architect and advisor in AR/VR/MR for over 25 years. In 1999, he co-founded the company behind Google Earth and subsequently helped define Second Life’s core technology. Working behind the scenes in the world’s largest tech companies he helped found and invent HoloLens at Microsoft and he built the first prototypes for what is today called the “AR cloud.”