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Game Dev
Spaceship Battle
A real-time multiplayer game inside the platform, with automatic matchmaking, server synchronization, disconnect detection and ELO leaderboard updates.

Context
Network-oriented real-time project used to turn the platform into a competitive experience.
Role
Designed the WebSocket protocol, server loop, matchmaking, player state and scoring logic.
Stack
TypeScriptDenoWebSocketJWT
Architecture
JavaScript client connected to a Deno WebSocket backend; 30 FPS synchronization, disconnect notifications and server-side ELO updates.
Key features
- Automatic matchmaking between two players.
- Real-time synchronization at 30 FPS.
- ELO system with wins, losses and disconnect handling.
Learnings
- Understand the constraints of real-time networked games.
- Reduce divergence between client state and server state.
- Design simple and explicit ranking rules.