Cat & Monkey BITESAlexander Meyer

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.

Multiplayer architecture diagram with server and clients

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.

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