Space Strategy Game
Real-Time Space 4X Auto-Battler
Inside the project
01 / 01Project artwork illustrating orbital systems and connected worlds.
The brief
A problem worth
building around.
A real-time 4X strategy game needs physics simulation for orbital mechanics, deterministic combat resolution, state synchronization that holds up across multiplayer clients, and AI opponents that play differently from one another. The technical surface resembles MMO infrastructure.
Our approach
PixiJS handles 2D rendering, backed by a custom physics engine for orbital mechanics. Combat runs on deterministic calculations so every client resolves the same result. State syncs over WebSocket while keeping bandwidth low. Multiple AI personalities each pursue a different strategy, so opponents do not all play the same way.
The experience
What it lets
people do.
The capabilities that turn the underlying engineering into a usable product.
- 01
Real-time orbital mechanics with realistic transfer calculations
- 02
Deterministic combat with multiple tactical formations
- 03
Fleet management and path visualization
- 04
Colony building and resource management
- 05
Research tech tree system
- 06
WebSocket multiplayer with optimized bandwidth
- 07
Multiple AI opponent personalities
- 08
4 victory conditions (Domination, Economic, Elimination, Diplomatic)
Project record
What came out of it.
WebSocket game-state synchronization
Multiple distinct AI opponent personalities
Event sourcing for game state
Under the hood
Real-time multiplayer game infrastructure with event sourcing and AI opponents
Real-time multiplayer game infrastructure with event sourcing and AI opponents
Facing Similar Challenges?
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