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Multiplayer Game Server

DifficultyAdvanced
Team Size3-5 people
Time~35-45 hours
Demo-ready byStep 5
PrerequisitesNode.js, WebSocket, game loop concepts
Built byPhoton Engine, Colyseus, PlayFab, Nakama

Skills you'll earn: Authoritative game state, latency compensation, matchmaking algorithms, lobby systems, tick-based simulation

Start by syncing two players' positions over a socket. End with a game server handling lobbies, matchmaking, authoritative state, and latency compensation.

Step 1: Sync player positions (~2-3 hours)

Two players in a shared space. Each should see the other move.

  • Build a WebSocket server that accepts connections
  • Client sends its position { x, y } on every frame (or throttled to 20 times/sec)
  • Server broadcasts each player's position to all others
  • Render all players on a Canvas — your player in one color, others in another

You now have: Two-player position sync.

Step 2: Authoritative server (~3-4 hours)

Trusting the client means anyone can teleport by sending fake positions.

  • Server owns the game state: all player positions, velocities, and health
  • Clients send inputs (key presses), not positions
  • Server applies inputs to the game state using fixed-tick simulation (e.g., 60 ticks/sec)
  • Server broadcasts the authoritative state to all clients

You now have: Cheat-resistant game state.

Step 3: Client-side prediction and reconciliation (~3-4 hours)

Waiting for the server to confirm every input feels laggy.

  • Client predicts the result of its own inputs immediately (move locally)
  • When the server state arrives, compare with prediction
  • If they differ, snap to the server state and re-apply unacknowledged inputs
  • This is client-side prediction — the standard netcode pattern

You now have: Responsive controls with server authority.

Step 4: Lobbies and rooms (~4-5 hours)

All players in one game doesn't scale.

  • Add lobby management: create room, join room, list rooms
  • Each room runs an independent game loop
  • Limit players per room (e.g., 4-8)
  • Show a lobby browser UI before joining a game

You now have: Multi-room game sessions.

Step 5: Matchmaking (~4-5 hours)

Manual room selection is tedious for competitive games.

  • Players join a matchmaking queue with their skill rating
  • Matchmaker groups players of similar skill
  • Create a room, assign matched players, start the game
  • Expand skill range over time if no match is found (to avoid infinite queues)

You now have: Automatic matchmaking.

Step 6: Lag compensation (~3-4 hours)

Players with high latency hit targets that have already moved on the server.

  • Server keeps a history of game states (last N ticks)
  • On a hit-check, rewind state to the shooter's perceived time (current time - their latency)
  • Validate the hit against the rewound state
  • This is server-side rewind, the standard FPS netcode technique

Step 7: Game events and spectating (~4-5 hours)

  • Broadcast game events: kills, scores, power-up pickups
  • Spectator mode: connect to a room as a viewer, receive state but send no inputs
  • Post-game summary: stats, timeline of events

Useful Resources

Where to go from here

  • UDP transport (WebRTC DataChannels for lower latency)
  • Anti-cheat (server-side validation of impossible movements)
  • Replay system (record and playback matches)
  • Leaderboards and ranked seasons
  • Horizontal scaling (multiple server processes, shard by region)