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Croquet Project

The Croquet Project was an initiative launched in the early 2000s to create a collaborative and operating system designed for deep, real-time interaction among multiple users in shared digital spaces. Led by computing pioneer , the project aimed to redefine personal computing as a broadband-enabled platform for teamwork, drawing on Kay's earlier innovations at PARC to build a system that integrated graphics, , and seamless collaboration tools. It emphasized scalability for large groups, with no central servers, allowing users to modify the environment dynamically while maintaining synchronized experiences across participants. The project's architecture was built on , an open-source implementation of the Smalltalk programming language, combined with the TeaTime protocol for object replication and synchronization, and a TeaPot rendering engine based on OpenGL for 3D visualization. Key developers included David A. Smith, Andreas Raab, , Julian Lombardi, and Mark P. McCahill, with initial funding from Kay's personal resources and later support from Hewlett-Packard's research labs, as well as academic partnerships at the University of Wisconsin and . Notable features encompassed spatial portals for linking virtual worlds, avatar-based navigation in customizable landscapes, real-time co-editing of files, audio-visual communication, and integration of , all operational even on dial-up connections. The system blurred the lines between end-users and developers, enabling on-the-fly modifications without restarting sessions. Croquet's development culminated in public releases starting around 2003, with early demos showcasing its potential for , training, and project management, as evaluated by institutions like and U.S. programs. Though the original open-source project wound down by the late 2000s, its innovations directly evolved into subsequent implementations, including the commercial Croquet SDK for browser-based, multiuser experiences, continuing to influence and collaboration technologies as of 2025.

Introduction

Overview

The Croquet Project is an initiative that developed a (SDK) designed for building multi-user online applications, including virtual worlds, collaborative wikis, and environments. It provides developers with tools to create immersive, shared digital spaces where users can interact in without traditional client-server dependencies. The project's primary goals center on facilitating seamless , resource sharing, and communication across distributed networks by leveraging replicated , ensuring that all participants experience identical simulations regardless of location. This approach aims to blur the lines between end-users and developers, allowing live modifications within a unified environment that supports synchronous activities like joint editing and exploration. Key contributors to the Croquet Project include principal architects , David A. Smith, Julian Lombardi, Mark P. McCahill, Andreas Raab, and , who drew on their expertise in computing and collaborative systems to shape its foundational design. Originally implemented within the Smalltalk environment to enable cross-platform portability and dynamic programming, the project has evolved to incorporate and , allowing for zero-installation deployment directly in web browsers. As of 2025, the Croquet network has been deprecated in favor of the Multisynq Network for enhanced decentralized collaboration.

Core Concepts

The Croquet Project's foundational approach revolves around replicated computation, a paradigm where all participants in a shared execute identical simulations on their local machines, ensuring without reliance on central servers. This model treats computation itself—rather than mere data—as the unit of replication, allowing for scalable, collaboration where each user's actions propagate as synchronized updates across the network. By replicating both objects and their activities, Croquet avoids traditional client-server bottlenecks, enabling interactions among multiple users as if they were operating within a single, unified system. Central to this replication is the universal timebase, a shared temporal embedded in Croquet's that coordinates events across distributed peers. This timebase employs a simulated pseudo-time , distinct from local hardware clocks or real-world time, to sequence operations deterministically and prevent race conditions, ensuring that all replicas advance in with latencies as low as tens of milliseconds. Objects in the system maintain stable state histories tied to this timebase, allowing for optimistic execution where future states can be predicted and reconciled seamlessly upon network . Croquet embodies an object-oriented paradigm that emphasizes live, editable code objects thriving in distributed settings, where every entity—from 3D models to interactive behaviors—is treated as an active, self-contained object capable of temporal reflection. Built atop , a modern implementation of Smalltalk, the system inherits a purely object-oriented structure that supports dynamic binding and , enabling developers to modify running code collaboratively without halting the environment. This design fosters deep integration of computation, visualization, and user interaction, with objects organized into replicable "islands" that encapsulate state and behavior for seamless sharing. These concepts draw heavily from innovations at PARC, particularly Alan Kay's vision of Smalltalk as a medium for personal computing and dynamic systems, where objects communicate via messages in a reflective, extensible framework. extends this heritage to networked, multi-user realms, preserving Smalltalk's emphasis on live programming and user empowerment while adapting it for collaborative 3D worlds. The underpinning further enables these ideas by providing a portable for object replication across diverse platforms.

History

Founding and Early Development

The Croquet Project was founded in late 2001 by computer scientist along with David A. Smith, , and Andreas Raab. The initiative began at , where Kay served as a senior fellow, stemming from discussions between Kay and Smith about advancing collaborative computing beyond the constraints of early architectures. The project's early motivations centered on overcoming the limitations of centralized web-based collaboration, which often relied on client-server models prone to bottlenecks and single points of failure. Drawing from Kay's pioneering work at PARC on Smalltalk and the —a visionary portable computing device emphasizing personal and shared learning environments—the team sought to enable seamless, interactions in immersive spaces. This approach was influenced by historical innovations like Douglas Engelbart's 1968 "," which demonstrated collaborative augmentation, and aimed to realize untapped potential in distributed systems using modern networking and hardware capabilities. Initial funding and support came from Corporation, with additional backing from individuals like Chris Cole and organizations such as Applied Minds, Inc. The core team collaborated closely with the Central group, including developers like and Ted Kaehler, leveraging their expertise in open-source Smalltalk implementations. Early prototypes were developed in , an open-source variant of Smalltalk, to create cross-platform 3D collaborative environments that supported real-time synchronization without central servers. This foundation allowed for rapid iteration on concepts like the TeaTime protocol for peer synchronization and for 3D rendering, establishing the project's emphasis on replication and shared virtual worlds.

Key Releases and Milestones

The Croquet Project marked its entry into open-source development with the initial release of its (SDK) in October 2004, providing developers with the foundational tools for building collaborative 3D virtual environments based on Squeak Smalltalk. This developer release emphasized synchronization and platform independence, allowing early experimentation with multi-user applications without centralized servers. The SDK's availability under an encouraged community contributions and laid the groundwork for subsequent enhancements in real-time collaboration features. A significant advancement came with the beta release of Croquet SDK 1.0 on April 18, 2006, which opened the platform to broader public testing of immersive worlds. This version introduced improved stability for constructing and sharing virtual spaces, supporting audio-visual interactions and synchronous computation among users. Developers could now prototype complex scenarios, such as shared simulations, leveraging the project's core replication model briefly referencing components like TeaTime for event coordination. The project culminated in the version 1.0 release on March 27, 2007, accompanied by comprehensive documentation and community-oriented tools that solidified its legacy as a toolkit for distributed environments. This edition refined usability for non-expert users while maintaining , enabling easier deployment of educational and research prototypes. Among the key milestones, the integration of technology into the Open Cobalt project from 2007 to 2010 represented a pivotal step toward scalable platforms. Open Cobalt, built on the Croquet SDK, extended its capabilities for multi-platform browsers used in academic settings. Additionally, the project's adoption in education and research highlighted its impact, with institutions employing it for environments and scientific visualizations, fostering innovations in shared spaces.

Evolution to Modern Implementations

Following the release of 1.0 in March 2007, the original project transitioned to open-source forks, with the SDK serving as the foundation for subsequent developments such as Open Cobalt, launched in 2010 as a multi-platform browser and toolkit. Open Cobalt extended the peer-to-peer collaboration model of for constructing and sharing virtual worlds, maintaining compatibility with Squeak Smalltalk while emphasizing educational and research applications. In 2019, Labs revived the technology as a commercial entity, introducing a and WebAssembly-based SDK optimized for browser-based metaverses and real-time multiplayer experiences. This shift enabled seamless integration with web standards, allowing developers to build collaborative applications without dedicated servers or plugins, preserving the core principles of deterministic simulation and TeaTime synchronization in a modern web context. Key milestones in the include the release of the Microverse framework in June 2022, which provides an open-source for creating multiplayer worlds using Croquet OS, Worldcore, and . Building on this, Croquet introduced a in late 2022, enabling site owners to embed multiuser metaverse spaces with spatial audio and collaborative browsing; the received updates for compatibility with WordPress 6.3 in August 2023. As of November 2025, Croquet maintains active open-source contributions through its GitHub repositories, including ongoing development of the Microverse framework under the Apache 2.0 license. However, legacy Croquet networks were deprecated on July 30, 2025, with users directed to migrate to the Multisynq platform by updating libraries and API keys to sustain browser-based tools.

Technical Architecture

Virtual Machine Design

The Croquet Project's (VM) architecture is designed to provide bit-identical execution across diverse platforms, ensuring that computations produce identical results regardless of underlying hardware or operating system. Originally implemented using the dialect of Smalltalk, the VM operates as a portable layer that runs applications in a consistent environment, leveraging Squeak's interpreted model to maintain uniformity. This bit-identical behavior is achieved through deterministic execution, where the same inputs yield the same outputs, even on different CPUs, which is essential for reliable replication in collaborative scenarios. At its core, the VM employs a pure object-oriented structure derived from Smalltalk principles, enabling dynamic behaviors such as live code editing and without requiring restarts. All entities in the system, including user interfaces and simulations, are represented as objects inheriting from a base class that supports synchronized state management, allowing developers to modify running code and propagate changes seamlessly across instances. This reflective capability facilitates and iteration, as objects can inspect and alter their own structure during execution. The architecture integrates the rendering engine, a semi-retained OpenGL-based framework for 3D visualization that allows programmatic control over rendering components. The VM's cross-platform support stems from its model, which compiles to native code for Windows, macOS, and without per-platform recompilation of applications, relying instead on platform-specific VM ports.

Synchronization and Replication

The Croquet Project's synchronization and replication mechanisms are centered on the TeaTime protocol, a scalable architecture designed for object communication and coordination among distributed users. TeaTime enables updates across participants through a distributed two-phase commit process, ensuring that computations progress consistently despite network variability or node failures. This protocol treats interactions as time-stamped events, allowing objects to reflect on and schedule their behaviors in a shared temporal context. Replication in relies on versioned objects that unify replication with result , maintaining identical states across sites without relying on continuous full-state transfers. By replicating deterministic computations locally on each peer, the system achieves automatic of object states, where changes propagate as coordinated updates tied to the universal timebase. This approach minimizes discrepancies in distributed environments by ensuring all replicas execute the same sequence of inputs. The universal timebase, embedded directly in the TeaTime protocol, provides a coordinated global clock for event ordering and I/O synchronization across all participants. Clock synchronization occurs with precision within tens of milliseconds, using adjustments akin to network time protocols to align local times despite latency. This timebase ensures that input events from interactive devices are timestamped and processed uniformly, preventing desynchronization in real-time collaborations. Scalability features of TeaTime support sessions with large numbers of concurrent users in a shared virtual space, eliminating the need for central servers through adaptive, object-specific resilience mechanisms. The protocol's deadline-based scheduling and fault-tolerant commit process allow the system to handle heterogeneous resources and network conditions, enabling robust operation for multi-user applications without performance degradation from centralized bottlenecks.

Applications

Immersive Terf and Early Uses

Immersive Terf is a 3D collaborative workspace platform developed as a commercial extension of the Croquet Project's technology, enabling real-time, multi-user interactions in virtual environments. Originally forked from the efforts of Croquet's core developers, it evolved from Qwaq Forums, a system launched in 2007 to support immersive online meetings and workflow management using Croquet's underlying framework for synchronized 3D spaces. The platform was rebranded as Teleplace in 2009, focusing on enterprise-grade features like secure virtual offices for distributed teams. In 2011, following financial challenges, Teleplace open-sourced its core as OpenQwaq under the GPL-2 license, which provided the foundation for further development into Immersive Terf by 3D Immersive Collaboration Corp (3D ICC). This evolution maintained Croquet's emphasis on peer-to-peer synchronization while adding tools for scalable virtual conferences. Early deployments of Immersive Terf and its predecessors emphasized practical applications in professional and academic settings between 2007 and 2010. In enterprise contexts, it facilitated virtual meetings for organizations such as , , and the U.S. Department of Agriculture, where teams conducted distributed training, document sharing, and in shared spaces. For example, the U.S. Navy utilized Qwaq/Teleplace for of command-and-control simulations, integrating it with hardware like servers to test teleoperation and remote collaboration scenarios. In education, Stanford University's (PBL) Lab adopted Teleplace for multi-university global teamwork exercises, simulating real-world project sites to enhance student engagement in , , and curricula. The platform's technical integration leveraged Croquet's replication model to ensure bit-identical state synchronization across participants, supporting seamless real-time editing in shared whiteboards and intuitive 3D navigation without central servers. This allowed users to manipulate —like documents or models—concurrently, with changes propagating instantly to all connected avatars, fostering fluid in immersive settings. Such capabilities distinguished early Immersive Terf implementations from traditional tools, prioritizing low-latency interactions for complex group activities.

Browser-Based Metaverse and Recent Implementations

The Microverse framework, introduced in beta in June 2022, serves as a browser-based development environment for creating multiplayer immersive virtual worlds, leveraging Croquet OS and the open-source Worldcore library to enable collaboration without traditional . It supports multiplane portals that facilitate seamless between disparate environments, allowing users to transition between worlds while maintaining session continuity and security. This framework targets and developers, providing an Apache-licensed toolkit for rapid prototyping of shared spaces directly in web browsers. Recent implementations have expanded Microverse's reach into content management systems, notably through the Croquet Metaverse Web Showcase , released in January 2023 and updated through 2024 for compatibility with evolving platform versions like 6.3. This no-code enables site owners to embed collaborative environments into existing websites, supporting features such as spatial audio conversations and synchronized browsing among multiple visitors without requiring backend modifications. In contexts, OS has powered web-based multiplayer experiences scalable to hundreds of concurrent , as demonstrated in partnerships like the June 2023 with Lamina1 for decentralized game development. These advancements have positioned Microverse within broader applications, including virtual events where participants engage in live, synchronized interactions across global audiences, and social spaces that foster through avatar-based exploration. integrations further enhance , allowing developers to embed Microverse worlds into blockchain-based dApps for ownership of assets and experiences via NFTs or token-gated access. As of November 2025, following the deprecation of the network on July 30, 2025, development has transitioned to the Multisynq Network, a decentralized that continues to support Microverse's core libraries and enhancements such as refined spatial audio tools for in 3D environments and experimental support for headset integration in browser sessions. These updates build on the framework's evolution toward more immersive web experiences, with active contributions now under the Multisynq ecosystem.

Distinctive Features

Peer-to-Peer Collaboration

The Project's () architecture enables direct, symmetric communication between users' machines, allowing for collaborative experiences without reliance on central servers that could interpret or alter messages. This model, implemented through the TeaTime protocol, ensures that all participants maintain identical simulations by replicating object states across peers, fostering seamless interaction in shared virtual environments. Key benefits of this approach include low latency, with actions propagating in tens of milliseconds via synchronized and a universal timebase, enabling responsive engagement. It also provides to failures, as the distributed system uses two-phase commit protocols for object recovery, adapting to network disruptions without collapsing the entire session. For large-scale sessions, the architecture scales efficiently by versioning replicated objects, reducing bandwidth needs and operational costs compared to server-hosted alternatives. In user scenarios, supports real-time co-editing in spaces, where multiple participants can simultaneously modify shared objects, such as designing prototypes or navigating collaborative maps. Shared simulations, like physics-based interactions or live data visualizations, run identically on all devices, allowing emergent interactions to arise spontaneously as users improvise within the environment. These dynamics are enabled by the replication mechanisms that ensure across peers. Unlike centralized client-server models, Croquet's design avoids single points of failure, preventing server downtime or overload from disrupting sessions and ensuring continuity even if individual peers disconnect. This contrasts with platforms like traditional multiplayer games, where intermediaries can introduce delays or bottlenecks, making Croquet particularly suited for resilient, decentralized collaboration. Modern extensions in OS build on this foundation with secure portals, implemented via sandboxed iframes, that facilitate cross-world collaboration in metaverses by allowing users to transition seamlessly between distinct spaces while maintaining synchronized states. These portals support low-latency through reflector networks, achieving under 10-millisecond response times, and enable features like instant late-joining via periodic snapshots.

Platform Independence and Open Source

The Croquet Project's (VM) design enables cross-platform execution, allowing applications to run consistently on desktops, browsers, and mobile devices without reliance on proprietary dependencies. Built initially on the implementation of Smalltalk, the VM ensures bit-identical behavior across operating systems such as Windows, macOS, and by leveraging standard graphics APIs like for rendering. In modern implementations, this portability extends to web browsers via and , supporting seamless deployment in browser environments and mobile platforms through web standards, thus broadening accessibility for developers and users. The project's open-source licensing has fostered widespread adoption and innovation. The original Croquet software was released under the Croquet Open Source License, promoting free modification and distribution to build a collaborative developer community. Contemporary forks, such as the Microverse framework on , operate under the Version 2.0, which explicitly encourages community contributions by allowing reuse in both open and proprietary projects while requiring attribution. This open-source ethos has had significant community impact, spawning notable forks like Open Cobalt, an extensible platform that extends Croquet's architecture for educational and collaborative applications. Developer tools, including the Microverse IDE, enable rapid prototyping of immersive 3D environments, allowing creators to build and iterate on multi-user worlds efficiently without extensive infrastructure setup. Key challenges in achieving this portability involved transitioning from Smalltalk-based systems to web technologies, requiring adaptations like dynamic translation to to preserve simulation fidelity and performance across diverse hardware. These efforts have maintained Croquet's core principle of universal accessibility, ensuring high-fidelity experiences regardless of the underlying platform.

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