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04 / Real-time / Multiplayer

Particle Playground

A little shared universe. One Java authority.

Enter the playground
Captured from the working playground

The project

Particle Playground

An original multiplayer arena built for Zalduaxa.eus. Guide a geometric character, gather luminous particles and trade shots with other players. A hit scatters part of a player’s score back into the world; nobody is eliminated.

A closer look

The game connects to an independent Java service when you choose to join; the homepage has a separate read-only spectator view. Canvas draws the world; the server decides positions, collections, projectiles, collisions and scores. Independent browser sessions share the same room.

Particle Playground

Engineering decisions

01

One authority, ordered commands

Network callbacks validate messages and enqueue bounded commands. A single 30 Hz simulation loop owns room state, avoiding concurrent world mutations.

02

A responsive client, an honest score

Local input prediction is reconciled with acknowledged server state. Other players are interpolated between snapshots. Only the server can award points or register a hit.

03

Meaningful messages, local effects

15 Hz snapshots carry moving entities and gameplay events. Particle deltas and periodic full sets keep the shared world synchronized. Trails and impact sparks are generated locally.

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