~/talk

A Year of Headaches: How not to build a realtime multiplayer game

Talkat Fluttercon Europe 2023 · 2023-07-05..07-07· [flutter]
slides:none on file

Built a realtime multiplayer Pong with Flutter/Flame and a Cloud Run backend hacked into a single authoritative game server plus a stateless frontline layer, aiming to support 6,400 theoretical clients. Determinism comes from running every simulation on durations since start and storing a history of paddle movements instead of cached ball positions; desyncs are fixed by making the server authoritative and replaying history to compute exact ball paths. Client-side optimistic input uses local time then snaps to server-corrected times to hide jumps.

AI-written summary · about

  1. 0:00Introduction to the talk
  2. 1:08Why build a multiplayer Pong game
  3. 4:18Initial backend architecture
  4. 7:26The Pong game class explained
  5. 12:25First build failure and refactor
  6. 15:58Desyncing and debugging struggles
  7. 21:17Error correction and reset attempts
  8. 26:14Realizing server authority flaws
  9. 29:02Fixing determinism with history
  10. 31:54Solving UI easing challenges
  11. 35:25Final thoughts and lessons learned
  12. 36:55Q&A and live demo issues
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