Architecture Patterns Spike for a Real-Time Multiplayer Backend
Overview
What this challenge is about.
Implement minimal viable versions of all three patterns in Rust + Go (your pick of split): (1) authoritative server with 20 Hz snapshots and client-side prediction, (2) lockstep with input synchronization at 30 Hz, (3) hybrid (lockstep for deterministic systems, server-authoritative for stochastic). Run each at 100, 500, 1000 simulated clients per server. Measure: bandwidth per client, server CPU per client, perceived input lag (with simulated 80 ms RTT), and rollback frequency. Deliver: 3 reference implementations, benchmark report, 9-page recommendation document, and a 90-day production-readiness plan for the chosen pattern.
The Brief
What you'll do, and what you'll demonstrate.
Spike three real-time multiplayer architecture patterns at simulated scale and recommend one with measured bandwidth, CPU, and latency evidence.
Earning criteria — what you'll demonstrate
- Compare authoritative-server, lockstep, and hybrid architectures by measured properties
- Implement client-side prediction + server reconciliation in a small spike
- Measure realtime-system properties (input lag, bandwidth, rollback freq) under simulated network conditions
- Translate spike evidence into a defensible architecture recommendation
Program Fit
Where this fits in your program.
Sharpens the same skills your degree expects you to demonstrate.
Skills
Skills you'll demonstrate.
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Roles this prepares you for.
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