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Multiplayer Game Server
| Difficulty | Advanced |
| Team Size | 3-5 people |
| Time | ~35-45 hours |
| Demo-ready by | Step 5 |
| Prerequisites | Node.js, WebSocket, game loop concepts |
| Built by | Photon 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
- Client-Side Prediction — Gabriel Gambetta
- Source Multiplayer Networking — Valve
- WebSocket API — MDN
- Canvas API — MDN
- Colyseus — Multiplayer Framework (reference)
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)