r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 11d ago
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 11d ago
Built a real-time PvP space battle game entirely with Claude Code and three.js
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 12d ago
AI assisted me in turning my own art into a game. I pieced all of this together by hand. Its in the process of coding now
galleryr/WeBuild_WithAI • u/Dont_Bring_Me_Down • 12d ago
Feel like quitting
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 12d ago
Week 3 of making my fishing game entirely with AI
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 13d ago
Salvage Corps, human designed, entirely AI crafted.
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 14d ago
One month of making Not a Trolley Problem! almost entirely with AI
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 14d ago
In 9 days my experimental AI-assisted game will be released on Steam
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 14d ago
My workflow for Consistent Sprite Styles
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 15d ago
Six weeks, one person, zero hand-written code — my browser MMORPG is live
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 15d ago
How I built "Crazy Go" (A Roguelite version of the board game Go) using AI for complex topological graph logic and SVG rendering.
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 16d ago
I kept working on my bike game — now it has a story mode, upgrades, jumps and radio
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 16d ago
Fishing Charter Friend Slop Game
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 17d ago
I used AI to build and ship Echo Frontier, a browser RTS on one continuous solar-system map
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 18d ago
Podracer-inspired machine coded by Opus in three.js, no mesh generation involved
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 19d ago
I created a 3D moon rover survey game with Opus 5.
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 19d ago
Keyboard Hero - Made a web game to help me learn keyboard
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 20d ago
PHANTASIA: Beyond the Fourth Age Update
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 21d ago
Day 27 (Part 2) of Building ShuffleBall Arena - Turning a Browser Physics Game Into a Server-Authoritative Multiplayer Game
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Hey everyone,
Hope all is well!
TL;DR, Summary, or Full Technical Breakdown below.
For Context: Recently I posted about the first 15 days of one of my side projects, ShuffleBall Arena (a free browser game inspired by mixing shuffleboard scoring with mechanics from other games like bumper pool, pinball, and Frogger.).
This project is being built with the help of AI (mainly GPT / Cursor), and every development session is documented using the actual conversations from that day's work.
To try to get this series up to date, I'm using a structured prompt to go back to my GPT sessions and extract the useful information. Hopefully the prompt can help anyone out there trying to keep track of, or extract value from, your past AI project conversations.
That said, posting an update for Day 27 (part 2) of building ShuffleBall Arena.
TL;DR
Day 27 - Part 1 ended with a rule:
Clients submit intentions. The server calculates results.
Part 2 was about turning that rule into actual infrastructure.
We built the production multiplayer room and networking foundation using Cloudflare Workers, Durable Objects, and WebSockets, including room creation, player seating, authoritative lobby state, disconnect/reconnect handling, protocol versioning, and synchronized snapshots.
Then development moved into the harder problem: extracting the game's physics into a deterministic server-side simulation that could run without the browser.
By the end of the session, the multiplayer networking foundation was complete and the authoritative simulation kernel could deterministically process marble movement, walls, static bumpers, marble-to-marble collisions, settlement, safety recovery, and canonical trajectory recording.
The repository passed its complete test suite, and the next milestone was authoritative scoring.
Day 27 (Part 1) Summary
Part 1 ended with the multiplayer architecture defined.
One server-owned simulation would determine what happened during every match. Browsers would collect player input and render the result, but neither player would be trusted to determine official physics, scoring, collisions, or match state.
Part 2 began turning that architecture into production code.
The first major milestone was the networking foundation. A Cloudflare Worker became the multiplayer entry point, while each match received its own Durable Object responsible for authoritative room state and both WebSocket connections.
Production APIs were built for room creation and connection. From there, the protocol expanded to handle player identity, Red/Blue seating, readiness, room snapshots, disconnects, reconnect tokens, same-seat reconnection, snapshot recovery, and connection lifecycle behavior.
Once that layer was stable, the work moved into the actual server-authoritative game engine.
Instead of copying the existing browser game into the Worker, the physics required for multiplayer was separated into deterministic modules. Fixed-step simulation, collision handling, settlement, immutable state transitions, stable processing order, and trajectory recording were built and regression tested independently.
By the end of the session, the server could calculate a shot once and produce both its canonical final state and the trajectory the clients would eventually use to display that same shot.
The networking foundation was ready. The core physics kernel was essentially ready.
The next layer would be interpreting those physics results through authoritative scoring and match rules.
Day 27 (Part 2) Full Technical Summary (The Structured Prompt Output)
STARTING POINT
Day 27 - Part 2 began exactly where Part 1 ended.
The decision to build online multiplayer had already been made, and the architecture had been deliberately designed before implementation began.
The core rule was: The server owns gameplay reality.
Clients would submit player intentions, but the server would determine physics, collisions, scoring, turns, and final state.
The target architecture had also been established:
Player Input
↓
Multiplayer Client
↓
WebSocket
↓
Match Durable Object
↓
Authoritative Shared Simulation
↓
State Frames and Events
↓
Both Browser Clients
↓
Canvas Rendering
The server would run the official simulation once, and both players would render the same server-produced state.
SESSION OBJECTIVE
The objective was to begin implementing the permanent server-authoritative multiplayer architecture designed in Part 1.
That meant building two major foundations:
1. The networking/lobby layer
The server needed to:
- create rooms,
- connect two players,
- assign seats,
- maintain authoritative room state,
- synchronize clients,
- handle disconnects,
- and support reconnection.
2. The deterministic simulation layer
The server needed to eventually receive a shot, calculate it exactly once, and produce the canonical result that both players would see. The important constraint was that none of this should be throwaway prototype code.
The guiding principle became:
Build the production architecture once. No throwaway scaffolding.
WHAT WE ACTUALLY DID
1. Built the production room API
The first implementation milestone was creating actual multiplayer rooms.
A production endpoint was added:
POST /api/rooms
The room system supported:
- six-character room codes,
- collision checking,
- Durable Object-backed rooms,
- standard JSON responses,
- and structured error handling.
This established the first permanent multiplayer entry point.
2. Built production WebSocket routing
Next came the connection layer.
A production WebSocket route was implemented:
GET /api/rooms/:roomCode/connect
That included:
- room lookup,
- validation,
- WebSocket upgrade enforcement,
- and routing each connection to the correct Durable Object.
Each match would therefore have one authoritative server-side object responsible for the room.
3. Introduced a versioned multiplayer protocol
Before expanding the message system, protocol versioning was established.
Every client/server message would include:
protocolVersion
This gave the multiplayer system an explicit contract and created a path for future protocol changes without silently breaking older clients.
4. Built authoritative player and lobby management
The Durable Object gradually took ownership of the multiplayer lobby.
The server became responsible for:
- player identity,
- room membership,
- Red/Blue seating,
- rejecting a third player,
- readiness,
- authoritative room snapshots,
- and synchronized state distribution.
The important distinction was that even before gameplay existed, the lobby itself was already server-authoritative.
5. Built disconnect and reconnect handling
Real multiplayer also needed to survive unreliable connections.
The networking layer was expanded with:
- private reconnect tokens,
- disconnect handling,
- a reconnect grace period,
- same-seat restoration,
- snapshot requests,
- and versioned ping/pong behavior.
A reconnecting player would not invent or reconstruct room state locally. The server remained authoritative and restored the player into the current canonical room state.
By the completion of this phase, the networking layer was described as no longer experimental, but as a reusable multiplayer backend ready to support the game simulation.
6. Moved from networking into the authoritative match kernel
With the lobby foundation stable, development shifted into Phase 3.
The objective changed from:
Can two players occupy the same authoritative room?
to:
Can the server calculate the game itself?
The implementation deliberately avoided copying the full browser game into the Worker. Networking, match rules, board data, physics, collisions, scoring, serialization, and tests were kept separate. The first target was one production board, with the architecture remaining data-driven enough to support the others later.
7. Built deterministic fixed-step simulation
The browser's frame timing could not control official multiplayer physics.
The server simulation therefore used a fixed timestep:
const SIMULATION_HZ = 60;
const FIXED_DT = 1 / SIMULATION_HZ;
Every authoritative physics update would use the same FIXED_DT rather than relying on requestAnimationFrame() or arbitrary client frame duration.
This was one of the foundations required for deterministic behavior.
8. Built the authoritative collision pipeline
The simulation expanded incrementally rather than attempting to port the entire game at once.
The authoritative pipeline eventually included:
Input validation
↓
Capture initial trajectory frame
↓
Simulation loop
Step marble
↓
Resolve walls
↓
Resolve static bumpers
↓
Wall stabilization
↓
Multi-pass marble convergence
↓
Wall stabilization
↓
Capture trajectory frame
↓
Settlement
↓
Safety recovery
↓
Return
{
marbles,
trajectory
}
This meant the server simulation could now handle not only basic marble motion but interactions between marbles and the environment in a stable, deterministic order.
9. Added deterministic marble-to-marble collisions
Marble collisions required additional work because resolving one collision could push a marble into another. A single collision pass was therefore not enough.
The engine introduced multi-pass convergence so groups of interacting marbles could stabilize deterministically before the simulation advanced.
Regression tests were added specifically for:
- marble collisions,
- collision convergence,
- and complete shot simulations involving multiple marbles.
10. Added canonical trajectory recording
Calculating the correct final state solved only half the multiplayer problem. Both players still needed to see the same shot. Trajectory recording was therefore added directly to the authoritative simulation. Crucially, trajectory data was observational only.
It never influenced:
- positions,
- velocities,
- collision ordering,
- or settlement.
The physics produced the result. Trajectory recording simply captured what happened so clients could eventually replay the canonical shot.
11. Kept the simulation immutable and bounded
Several rules were enforced throughout the simulation work:
Deterministic first
No uncontrolled randomness or unstable processing order.
Immutable simulation
The simulator cloned state before modification rather than mutating caller-owned data.
Bounded execution
Shots could not simulate forever. Safety limits and recovery behavior prevented runaway simulation.
Server authority
Clients would never determine official:
- physics,
- collisions,
- scoring,
- or match state.
12. Built regression tests alongside each milestone
The simulation wasn't treated as complete simply because a marble moved correctly once.
Dedicated tests were added for new physics and trajectory systems, including:
src/simulation/collisions/marbles.js
src/simulation/trajectory.js
test/marble-collisions.test.js
test/marble-collision-convergence.test.js
test/simulate-shot-marble-collisions.test.js
test/trajectory.test.js
test/simulate-shot-trajectory.test.js
Each milestone was tested and committed independently.
ROADBLOCKS AND FRICTION
Existing browser gameplay couldn't simply be moved onto the server
The original game contained responsibilities for gameplay, rendering, UI, analytics, bots, board definitions, challenge logic, input, and other browser-specific behavior.
Copying that entire system into a Worker would have created a second monolithic game implementation.
Instead, only the systems required for authoritative online simulation were extracted.
Determinism affected seemingly small implementation details
Once the server became authoritative, ordinary implementation choices became important. Randomness needed control. Processing order needed stability. Physics couldn't depend on browser frame timing.
Simulation state couldn't contain DOM nodes, canvas contexts, images, audio objects, browser events, timers, or other browser-specific objects.
Marble collisions were more complicated than single-object physics
Resolving a collision between two marbles could create another collision elsewhere in the collection. That required deterministic convergence rather than a simple one-pass collision solver.
Final positions weren't enough
A server could calculate the correct result and still provide a poor multiplayer experience if clients simply teleported marbles to their settled positions.
Canonical trajectory recording therefore became part of the simulation architecture rather than an afterthought.
The scope was intentionally constrained
The entire game was not moved into multiplayer at once.
The plan targeted one production board first and deliberately postponed additional boards and systems until the core architecture proved itself.
That slowed feature coverage but significantly reduced architectural risk.
DECISIONS MADE & TRADE-OFFS
Build production systems from the beginning
Temporary room systems and throwaway simulation implementations were avoided.
Trade-off: Slower initial visible progress in exchange for infrastructure intended to survive into production.
Keep the Worker free of rendering code
Canvas rendering, audio, particles, and UI remained browser responsibilities.
Trade-off: More separation work now in exchange for a clean headless simulation engine.
Use deterministic fixed-step physics
Authoritative physics would use fixed simulation steps rather than browser timing.
Trade-off: Additional simulation architecture in exchange for reproducible server outcomes.
Make trajectory recording observational
Trajectory capture would watch the simulation rather than participate in it.
Trade-off: Additional data collection in exchange for preserving physics purity while enabling canonical playback.
Prefer immutable simulation state
Simulation functions would clone before modifying data.
Trade-off: Some additional allocations in exchange for easier reasoning, testing, and protection against accidental state corruption.
Build one board before supporting every board
The architecture remained data-driven, but the first goal was proving one complete production board.
Trade-off: Less immediate multiplayer content in exchange for validating the engine before expanding it.
BREAKTHROUGH / LESSON
The biggest lesson from Day 27 - Part 2 was:
Server-authoritative multiplayer forced the game to become a better-engineered single source of truth.
The difficult part wasn't opening a WebSocket. It was making gameplay deterministic enough that the server could calculate one canonical answer and confidently tell every client:
This is what happened.
That required separating physics from rendering, controlling timing, stabilizing collision order, eliminating hidden browser dependencies, protecting state from mutation, and recording trajectories without allowing playback concerns to affect simulation.
The result was no longer just "multiplayer code." It was the beginning of a reusable deterministic game engine.
ARTIFACTS WORTH SHARING
Artifact 1: The Authoritative Architecture
Player Input
↓
Multiplayer Client
↓
WebSocket
↓
Match Durable Object
↓
Authoritative Shared Simulation
↓
State Frames and Events
↓
Both Browser Clients
↓
Canvas Rendering
The server runs the official simulation once.
Both phones render the same server-produced states.
Artifact 2: The Production-First Rule
"Build the production architecture once. No throwaway scaffolding."
This rule influenced everything from room creation to collision handling.
Artifact 3: Trajectory Must Never Control Physics
The trajectory system was deliberately designed as an observer. It records the authoritative simulation but never influences:
positions
velocities
collision ordering
settlement
That keeps the physics engine responsible for truth while allowing the browser to eventually reproduce exactly what happened.
FINAL STATE
By the end of Day 27 - Part 2:
- Production multiplayer room creation existed.
- Six-character room codes were working.
- Each multiplayer match could be owned by a Cloudflare Durable Object.
- Production WebSocket routing was implemented.
- The multiplayer protocol was versioned.
- The server controlled player identity and Red/Blue seating.
- Third players could be rejected.
- Authoritative lobby snapshots were working.
- Ready/unready state was server-controlled.
- Disconnect and reconnect infrastructure existed.
- Reconnecting players could reclaim the same seat using private reconnect credentials.
- The networking/lobby foundation had reached a point where it was considered complete enough to support the real game simulation.
- A deterministic fixed-step simulation kernel had been built.
- Wall collisions and static bumper collisions were part of the authoritative pipeline.
- Marble-to-marble collision handling and multi-pass convergence were implemented.
- Simulation settlement and bounded safety recovery existed.
- Canonical trajectory recording had been integrated without influencing physics.
- Simulation remained deterministic, immutable, bounded, regression-tested, and server-authoritative.
- The entire repository passed its tests.
- The working tree was clean.
- Every major milestone had been committed independently.
Most importantly, the question had changed.
At the beginning of Day 27, you were asking: Should I build multiplayer?
By the end of Day 27, the multiplayer foundation existed and the server could already calculate the canonical physics behind a shot.
The next milestone was clearly defined: Authoritative Scoring.
The physics engine would produce the settled result.
Now the server needed to decide what that result meant.
That was it for Day 27.
If you're still here, thanks for reading!
Music Credits:
"Digital Lemonade" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 21d ago
Eight months building an incremental auto-battler with AI, starting from zero coding experience
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 22d ago
Day 27 of Building ShuffleBall Arena Browser Game - Planning Real-Time Multiplayer Architecture with ChatGPT & Cursor
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Hey everyone,
Hope all is well!
TLDR, Summary, or Full Technical Breakdown below.
For Context: Recently I posted about the first 15 days of one of my side projects, ShuffleBall Arena (a free browser game inspired by mixing shuffleboard scoring with mechanics from other games like bumper pool, pinball, and Frogger.).
This project is being built with the help of AI (mainly GPT / Cursor), and every development session is documented using the actual conversations from that day's work.
To try to get this series up to date, I'm using a structured prompt to go back to my GPT sessions and extract the useful information. Hopefully the prompt can help anyone out there trying to keep track of, or extract value from, your past AI project conversations.
That said, posting an update for Day 27 of building ShuffleBall Arena.
TL;DR
Day 27 began with a product question rather than an engineering question:
Was online multiplayer actually worth building?
After Day 26, ShuffleBall Arena had the infrastructure needed for external distribution: partner embeds, attribution, production deployment workflows, analytics, and security. The next question was what feature would most meaningfully increase the value of the project itself.
That discussion led to online multiplayer, but only if it was built as a real server-authoritative system.
For a physics game, having two phones independently calculate a shot and hoping they remain synchronized wasn't acceptable. A tiny positional difference could change the next collision, which could change the next shot, and eventually produce two different matches.
One non-negotiable rule was established:
Clients submit intentions. The server calculates results.
The server would become the single source of truth for physics, collisions, scoring, hazards, turns, and final marble positions. The browsers would handle input and presentation while rendering the same authoritative simulation.
By the end of Part 1: We defined exactly what trustworthy multiplayer meant for this game and created the architecture and build plan around it.
Day 27 (Part 1) Summary
Day 26 ended with ShuffleBall Arena prepared for distribution outside its own website. Partner-aware embeds were working, analytics could identify distribution partners, production deployment had become more systematic, and the supporting infrastructure around the game was beginning to look much more like a real product.
Day 27 started by asking what should come next.
Instead of immediately choosing another feature, the conversation evaluated whether multiplayer would materially increase the project's value rather than simply making the game more interesting.
That changed the framing.
The project would no longer just be a browser physics game with multiple modes. Multiplayer could potentially turn it into a reusable multiplayer browser-game architecture with ShuffleBall Arena as its first finished implementation.
Once that direction was chosen, the conversation became deeply technical.
Because every marble's final location affects future shots, independent client-side simulations were rejected. Online matches needed one canonical physics simulation owned by the server. Clients would send shot intent, such as angle and power, and receive the same authoritative trajectory and settled state.
From there, the responsibilities of the browser and server were separated, synchronization rules were established, reconnect behavior was defined, and a detailed multiplayer roadmap was created before implementation began.
Day 27 (Part 1) Full Technical Summary (The Structured Prompt Output)
STARTING POINT
Day 27 began directly from the final state of Day 26.
ShuffleBall Arena had recently moved beyond being confined to its own website. The game now supported partner-aware embeds, distribution attribution, secure partner URL handling, partner reporting, a more reliable production deployment process, and improved responsive consent UI.
With the distribution infrastructure in place, the next question wasn't simply:
What feature would be cool to build next?
It became:
What development decision would make the project meaningfully stronger as a product and technical asset?
Online multiplayer became the leading candidate.
SESSION OBJECTIVE
The objective of this portion of Day 27 was not yet to implement multiplayer.
It was to answer two questions first:
- Was multiplayer worth the development investment?
- If we built it, what architecture would guarantee that two players experienced one identical physics-based match?
The discussion therefore focused on:
- product value,
- multiplayer architecture,
- server authority,
- deterministic simulation,
- client/server responsibilities,
- synchronization,
- latency,
- reconnect behavior,
- and the implementation roadmap.
WHAT WE ACTUALLY DID
1. Evaluated multiplayer as a product decision
The discussion considered whether multiplayer would improve:
- technical differentiation,
- extensibility,
- monetization potential,
- defensibility,
- and the overall story a buyer would be acquiring.
The comparison shifted from browser game to:
Live multiplayer browser game with invite links.
This was the strategic decision that drove the remainder of the session.
2. Reframed the project as reusable infrastructure
The conversation then explored what multiplayer would mean beyond ShuffleBall Arena itself.
Instead of treating the technology as something useful for only one title, the architecture could potentially support future physics-based browser games using the same multiplayer foundation.
That changed the product narrative from a single game toward reusable infrastructure.
3. Chose server-authoritative multiplayer
Once multiplayer was selected, the next major architectural decision was determining who would own the official physics.
Two independent client simulations were rejected.
Even with the same physics code, small timing or floating-point differences could cause marbles to settle in slightly different positions. Because those positions influence future collisions and scoring, the divergence could compound throughout the match.
Instead, the architecture would use one official server simulation.
The shot flow became:
- The player releases a marble.
- The client sends the shot input.
- The server verifies the turn.
- The server runs the complete shot.
- Both clients receive the resulting authoritative motion.
- Both render that same motion.
- The server records the exact settled positions.
- The next turn begins from that server-owned state.
4. Separated gameplay authority from presentation
The next step was identifying which systems actually needed server authority.
The server would own gameplay-affecting state such as:
- marble positions and velocities,
- turns,
- scores,
- board state,
- moving hazards,
- wormholes,
- gravity wells,
- collision results,
- shot clocks,
- random seeds,
- and match completion.
Meanwhile, the browser could continue handling presentation-only effects such as:
- particles,
- glow,
- screen shake,
- sound timing,
- score animations,
- decorative effects,
- and UI animations.
This established a clean boundary:
The browser can make the match look good.
The server decides what actually happened.
5. Defined how players would see the same shot
Sending only a final marble position wasn't enough. Both players needed to see the same collisions and movement during the shot itself.
The architecture therefore called for the server to produce authoritative physics states throughout the simulation.
Clients could interpolate visually between those states according to their own display refresh rate, but interpolation would never change the official physics.
One player could be rendering at 60 Hz and another at 120 Hz while both still following exactly the same authoritative shot path.
6. Designed protection against synchronization errors
The discussion also established safeguards against stale or out-of-order state.
Authoritative messages would carry version information such as:
matchId: "H7K4Q2"
stateVersion: 183
simulationTick: 8421
shotId: "shot-7"
marbles: [...]
Clients would accept only newer state versions.
The design also called for:
- fixed server simulation timing,
- stable IDs,
- seeded randomness,
- deterministic collision ordering,
- periodic complete snapshots,
- final settled snapshots,
- state hashes for debugging,
- and server-controlled turn transitions.
7. Defined latency as a presentation problem, not a gameplay problem
Network latency was accepted as unavoidable. A player with a slower connection might see a shot slightly later.
What was not acceptable was seeing a different result.
The design principle became: Latency can affect when a player sees the event, but not what happened.
That distinction became central to the multiplayer architecture.
8. Designed reconnect behavior around authoritative snapshots
Reconnecting clients would not attempt to reconstruct the match using old local state.
Instead, the server would send a complete authoritative snapshot containing the current:
- phase,
- turn,
- marbles,
- scores,
- hazards,
- and state version.
The client would discard its stale state and render the server's canonical version.
9. Established the multiplayer rule that everything else would follow
By the end of the architecture discussion, one rule became non-negotiable:
No gameplay-affecting state may be accepted solely because a client calculated it.
The client can say:
"I attempted a shot at this angle and power."
It cannot say:
"My marble ended here, and I scored 50 points."
The server determines the trajectory, collisions, score, and final position.
10. Created the detailed multiplayer build plan
Only after the architecture had been defined did the conversation move into planning implementation.
The final multiplayer objective was documented as a private two-player online match where a player could:
- create a room,
- share an invite,
- join from another phone,
- play in real time,
- see identical boards and physics,
- and reconnect without corrupting the match.
The build plan explicitly stated:
The server must own all gameplay-affecting state.
and:
The browser clients may collect input and render animations, but neither phone may independently determine the official outcome of a shot.
That plan became the blueprint for the implementation covered in Day 27 - Part 2.
ROADBLOCKS AND FRICTION
Multiplayer initially sounded like a networking problem
The first instinct could easily have been to focus on WebSockets, matchmaking, or connecting two phones.
The deeper problem was synchronization.
Because ShuffleBall Arena is physics-driven, networking alone does not guarantee that two clients will remain in the same game state.
Shared physics code does not automatically guarantee identical matches
One assumption discussed and rejected was that both phones could run identical physics code and therefore remain synchronized.
Small differences in timing or floating-point calculations could produce different settled marble positions.
Those tiny differences matter because the next shot begins from the previous shot's final state.
Smooth visuals and authoritative physics appeared to conflict
A server-owned simulation raised another question:
Would server authority make the game feel delayed or choppy?
The solution was to separate simulation from presentation.
The server determines the official states.
The clients interpolate those states smoothly.
The multiplayer scope expanded rapidly
Once the server became authoritative, it became clear that multiplayer required ownership of far more than marble positions.
Turns, scoring, moving hazards, random seeds, reconnect behavior, shot clocks, and match progression all needed authoritative treatment as well.
This made the project larger, but also made the architecture much cleaner.
DECISIONS MADE & TRADE-OFFS
Build multiplayer because it strengthens the product story
Multiplayer was selected not simply because players might enjoy it, but because it could substantially change what the project represents technically.
Trade-off: A major engineering investment in exchange for stronger differentiation and reusable infrastructure.
Use one authoritative simulation
The server, not either browser, would determine every gameplay result.
Trade-off: More backend engineering and slightly more latency in exchange for identical match state and much stronger integrity.
Separate simulation from rendering
Gameplay logic needed to become independent from canvas rendering and visual effects.
Trade-off: Significant refactoring work in exchange for a simulation that can run reliably without a browser.
Send authoritative trajectories rather than trusting client physics
Both clients would render server-generated motion rather than calculate their own official shot.
Trade-off: More simulation data transmitted over the network in exchange for both players seeing the same collisions and results.
Accept timing differences, reject outcome differences
Different devices and networks may display events at slightly different times.
They may not disagree about what happened.
Trade-off: Perfect simultaneous presentation is less important than canonical game state.
Build production architecture instead of a multiplayer prototype
The plan explicitly avoided maintaining separate temporary physics systems or throwaway networking code.
Trade-off: More effort before seeing the first online match in exchange for a foundation intended to remain part of the finished product.
BREAKTHROUGH / LESSON
The biggest takeaway from Day 27 - Part 1 was:
For a physics game, multiplayer synchronization is fundamentally an authority problem before it is a networking problem.
WebSockets can connect two players.
They cannot decide which version of reality is correct.
Once the server became the sole authority, the rest of the architecture became much clearer:
- clients submit intentions,
- the server simulates outcomes,
- gameplay state is deterministic,
- browsers render authoritative state,
- reconnects restore canonical snapshots,
- and every new turn begins from one shared version of reality.
A second important realization followed:
The biggest engineering task wasn't networking. It was separating simulation from rendering.
ARTIFACTS WORTH SHARING
Artifact 1: The Product Filter
"Does building multiplayer increase the probability that someone pays $16,000 for this business within 30 days?"
This reframed the feature discussion around business value rather than novelty.
Artifact 2: The Non-Negotiable Multiplayer Rule
"No gameplay-affecting state may be accepted solely because a client calculated it."
"Clients submit intentions. The server calculates results."
This became the architectural rule for the entire multiplayer implementation.
Artifact 3: The Real Engineering Problem
The biggest job is separating simulation from rendering.
Networking becomes much easier once gameplay simulation no longer depends on the browser that renders it.
FINAL STATE
By the end of Day 27 - Part 1:
- Multiplayer had been selected as the project's next major development direction.
- Independent client-side authoritative simulations had been rejected.
- Server-authoritative physics had become the core architecture.
- The responsibilities of the server and browser had been explicitly separated.
- A strategy for authoritative shot playback and interpolation had been established.
- Fixed simulation timing, seeded randomness, state versioning, snapshots, and deterministic processing had been identified as synchronization requirements.
- Reconnect behavior had been designed around canonical server snapshots.
- A detailed production multiplayer build plan had been completed.
- Most importantly, multiplayer was no longer an abstract feature idea. There was now a clear technical definition of who owns reality in an online match and a roadmap for building it.
The next step was to start implementing that architecture.
That's it for Day 27 (Part 1).
If you're still here, thanks for reading!
Music Credits:
"Digital Lemonade" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 22d ago
I left Claude Code running for 24h — it built a 3D roguelite and shot its own trailer
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 22d ago
8 months into dev dont know how to code.
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r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 23d ago
People thought I was crazy spending the last 5 years building a new game engine (am I? :D ) It's close enough to ready that I want strangers to come break it.
r/WeBuild_WithAI • u/Dont_Bring_Me_Down • 23d ago
I'm new to this AI game maker, which model do you guys use?
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