A cross-engine game server load testing framework.
Wavemaker generates, manages, and analyzes the load that large numbers of virtual clients apply to game servers. It works across game engines through a unified load model (Spectrum), deterministic plan data (ShardPlan), a pluggable execution backend interface (Native Runtime and engine bot backends), and a unified observability model (Basin for the server, Generator Observability for the load generators themselves).
It is not a plain bot scripting framework, nor a general-purpose distributed task queue.
The complete technical design and implementation plan is published at https://cuihairu.github.io/wavemaker/, in English and 简体中文. It covers the overall architecture, execution backend model, the KBEngine Bridge adapter, Spectrum semantics and deterministic plans, observability design, testing strategy, and the phased implementation roadmap.
Wavemaker is in the active-build stage. Phase 0 (semantics) and Phase 1 (protocol + minimal control plane) are implemented and tested; the phased roadmap (Phase 0–6) in the documentation defines what gets built and in what order.
Get the latest rolling build from the Releases page (the nightly release):
A new build lands daily (05:17 CST). Choose your asset:
| Asset | Platform | Verify |
|---|---|---|
wavemaker-linux-x86_64 |
Linux x86_64 | ./wavemaker-linux-x86_64 --version |
wavemaker-linux-aarch64 |
Linux ARM64 | ./wavemaker-linux-aarch64 --version |
Each asset ships with a .sha256 checksum; the latest build is always the only copy (older builds are replaced, never accumulated). Binaries are unsigned — SmartScreen/Gatekeeper may warn.
Apache-2.0. See LICENSE.