Overview
- Engineered a server-authoritative real-time multiplayer puzzle platform supporting 1–6 concurrent players per room.
- Implemented optimistic concurrency control with database compare-and-swap and automated retry logic across isolated serverless instances.
- Separated ephemeral cursor and drag events from durable sequence-versioned state mutations, with sub-16ms layout calculations and accessible touch targets.
Technology
- Next.js
- TypeScript
- Supabase Realtime
- PostgreSQL
- Vercel