advanced practice · system design prompt

Realtime game server

Design the server for a 1v1 realtime game (chess clock, but with sub-100ms moves). Cover tick rate, authoritative state, and cheat resistance.

The mechanism

Realtime game servers run a tight loop over a shared world state. The server is the source of truth; the client predicts what will happen to hide latency, then corrects itself when the server disagrees.

Study Game/Simulation Design

Expected evidence

Tick loop + the input → state-update → broadcast cycle + one cheat mitigation.

Try this drill in the practice workspace →

Hints when you need them
  • Clients predict; the server reconciles.
  • Never trust client-reported timestamps.

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