CueClash

CueClash

The Challenge

Real-time multiplayer pool needs every player’s cue action, ball physics, and turn state to stay in sync across devices with zero tolerance for lag-induced disputes over whose shot actually landed — a much harder synchronization problem than turn-based games where a few hundred milliseconds of delay goes unnoticed.

Our Approach

We built the entire architecture from the ground up around socket-based communication, splitting it into inter-module communication (game rules, physics, and turn logic running cleanly inside each client) and outer-module communication (the real-time multiplayer layer syncing state between players) as two distinct systems, rather than one tangled network layer. That separation is what let the UI system and game rules evolve independently of the networking code as the game grew.

Key Features

  • Full custom architecture: game rules, inter-module communication, and networking built as separate systems
  • Socket-based real-time multiplayer communication
  • UI system built alongside the core architecture, not bolted on afterward
  • Designed for high-performance, low-latency communication between players

Outcome

A real-time multiplayer pool game built for smooth, dispute-free play between players in the same match.

Technologies
Socket-based networkingC#

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