Archive case / 006
NeonStrike
A real-time browser arena shooter with an authoritative Socket.IO loop, prediction and reconciliation, plus optional on-chain match settlement.
Browser multiplayer game
JavaScript / Node.js / Socket.IO / Solidity
Engineering question
How can a competitive browser shooter offer optional verifiable settlement without putting real-time gameplay latency on-chain?
Focus
- 66 TPS loop
- Prediction
- Result verification
The technical question
What was being tested
How can a competitive browser shooter offer optional verifiable settlement without putting real-time gameplay latency on-chain?
Implementation notes
What I built
- 01
Authoritative simulation
A Node.js and Socket.IO server owns state, collision, scoring, bots, death, and respawn in a roughly 66 TPS loop.
- 02
Client correction
The client predicts local movement and reconciles with sequenced server updates so authority does not make the game feel unresponsive.
- 03
Additive settlement
Smart contracts handle escrow and signed match outcomes only after play, leaving moment-to-moment simulation off-chain.
System map
The working path
A compact model of the relationships this experiment was designed to make explicit.
01
Browser input
02
Socket.IO server loop
03
Signed result
04
Optional contract settlement
Evidence and limits
What this proves
Real-time simulation stays off-chain; the optional chain layer handles escrow and signed match outcomes after play.
The Web3 layer is an optional prototype feature. Match discovery, key management, and several cross-boundary hardening steps remain future work.
Next iteration
Add replay logs for audits, formal match indexing, end-to-end Socket.IO-to-contract tests, and hardened signer-key management.