π§ββοΈ Warlocks: Weekend Journeys
What started as a weekend browser experiment turned into a fully functional multiplayer game β and a deep dive into performance, sync, and game architecture.
π― Phase 1 β Prototype
Movement and fireballs were handled entirely client-side.Sync was "best effort" β enough to demo, but chaotic under pressure.
π₯ Phase 2 β Load Testing Reality Check
The Node.js backend capped out at ~300 players.Sync issues, message storms, and heavy desync.Started rewriting the backend in Rust.
π§± Phase 3 β Rust Rewrite + Server Authority
Moved the entire game loop to Rust.Fireball collisions, HP, knockback β all centralized.Clients only send inputs; the server owns the world state.Stress-tested up to 3,000 concurrent players with 0 visible lag.
βοΈ Phase 4 β Cleanup & Core Mechanics
Fixed movement prediction & "infinite knockback" bugs
Added fireball cooldowns + visual indicators
Health bars, player names, 8-player custom lobbies
Implemented win conditions and match lifecycle
πΉοΈ Phase 5 β Real Game
You can now play a full match, win, return to the menu, and rejoin.Everything is synced. Everything just works.All in the browser.
ποΈ Next Step β Standalone Game
Currently building a native Bevy (Rust) version.What I enjoy most is learning through building!
π Play the browser version here: https://warlockjs.pages.dev(You might not find an opponent since this is a share, but feel free to open a second tab to try it out.)
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