phantom drift
High-octane browser racing engine with sub-40ms authoritative multiplayer netcode.
A multiplayer browser racing title running on custom WebGL 2.0 & WebGPU pipelines, delivering native-grade physics simulation, deterministic suspension dynamics, and real-time vehicle synchronization across desktop and mobile viewports.
ARCHITECTURAL BOTTLENECK // CONSTRAINTS
Achieving deterministic vehicle collision response and sub-40ms sync for up to 16 concurrent racers inside standard browser viewports without client-side desynchronization or garbage collection spikes causing frame stutter.
SYSTEM DESIGN SUMMARY
Decoupled 128Hz fixed-timestep simulation core running in WebAssembly, separated from the rendering thread via SharedArrayBuffers with zero-copy memory dispatch.
Deterministic Physics Loop
4-wheel raycast suspension solver with non-linear tire friction curves calculated at fixed 120Hz intervals.
Authoritative Netcode
WebRTC DataChannel mesh with server-side rollback verification and Hermite curve interpolation.
GPU Instanced Batching
Single draw-call vehicle instancing with dynamic skinning matrices passed via Uniform Buffer Objects.
Simulation Loop Profiling
Isolated browser garbage collection bottlenecks and eliminated dynamic allocations inside the render loop.
WebRTC Netcode Implementation
Implemented UDP-like unreliable data transport to bypass TCP head-of-line blocking under packet jitter.
Shader & Draw Call Optimization
Engineered instanced mesh shaders and clustered lighting passes targeting mid-tier mobile hardware.
Stress Testing & Global Rollout
Executed 16-player concurrent load tests across 4 continental regions to verify rollback convergence.
Custom WebAssembly raycast suspension solver telemetry.
Delta-compressed binary packet snapshots across regional edge relays.
PRODUCTION BENCHMARKS & VERIFICATION
Over 80,000 active racers in the initial test window with a stable 60–120 FPS execution ceiling across desktop and mobile devices, maintaining zero authoritative tick desync events.