Multiplayer Architecture & Framework Selection
Project: Shatterpoint
Shatterpoint was designed as a fast-paced, three-player, session-based battle arena. The original multiplayer architecture relied on a fully deterministic simulation using Photon Quantum.

Problem
Although determinism was the theoretical goal, multiple ECS systems violated deterministic constraints. Reconnection handling was unreliable, and desynchronization issues occurred frequently, increasing debugging cost and production risk.
Analysis
For a small player count and short match duration, full deterministic simulation on all clients introduced unnecessary complexity. The authority model amplified failure modes instead of reducing them.
Recommended Approach
I recommended migrating to an authoritative server model using Photon Fusion: a single server simulation, client-side input submission, prediction, and state correction. This model offers clearer authority boundaries, simpler reconnection logic, and faster iteration.
Key Takeaway
Multiplayer framework selection must match gameplay scale and production reality. For small, fast-paced arenas, simplicity and debuggability outweigh theoretical guarantees of determinism.
