Hey r/webdev / dev.to!
I've been working on Clueland, a persistent 2D economic life simulator that aims to bring a truly real-time, shared world experience to the browser. We're launching soon, and I wanted to share some of the technical journey and challenges, especially around making a large-scale map feel "lag-free."
The Core Problem: How do you render hundreds of player plots, mining rigs, and moving vehicles for thousands of players in real-time without crashing the browser or hitting server limits?
Our Solution Stack:
Frontend: Next.js + PixiJS (for GPU-accelerated canvas rendering)
Real-time: Socket.io (for instant state synchronization)
Backend: Express.js + PostgreSQL/Prisma (for persistent game state)
Scaling: Docker Compose + Nginx (for microservices and load balancing)
Key Challenges & Learnings:
Spatial Partitioning: We broke the world into chunks and only stream visible chunks to the client. This significantly reduced bandwidth and client-side rendering load.
State Synchronization: Implementing a robust diffing algorithm over WebSockets to only send state changes, not the entire world, preventing "lag spikes."
Canvas Performance: Optimizing PixiJS with texture atlases (for ground, trees, vehicles, etc.) to ensure 60 FPS even with thousands of sprites.
CORS & Docker in Prod: Navigating production Docker environments, Nginx proxying, and ensuring NEXT_PUBLIC_API_URL variables were correctly passed at build time (a recent headache!).
We're now in final testing, focusing on stress-testing the multiplayer map. I'd love to hear your thoughts on the architecture, any potential bottlenecks you foresee, or how you've tackled similar problems.
Link to Game: clueland.in
Thanks for reading!
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