Challenges

Real-time state sync

Multiplayer game

DifficultyStages: 0 / 4
  1. Send ticks over UDP
  2. Snapshots on a diet
  3. A waiting room for matches
  4. A server in each region
  5. Final test

Run a 64-player game. Send ticks over UDP, shrink snapshots, queue the joins of a match, and put a server in each region.

Final testAt 5:00 the flood moves to Asia: 3x traffic for 30 s. Your final board runs once more with a new traffic seed.

The system, stage by stageTap, drag or use arrow keys to step through the stages

Stage 4 of 4 · 6 parts given · 11,540 requests/s

Users 1Game server 1

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