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battle-royale
100-player server
Fortnite
System
Techniques · 11
Primitives · 33
battle-royale
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Authoritative server
game-networking · medium: One process owns the state and steps it at a fixed tick; clients send inputs and show returned snapshots, so a lying client only affects its own inputs.
›
Client-side prediction
game-networking · medium: The client applies its own inputs immediately, then on each server state rewinds to it and replays unacknowledged inputs (reconciliation).
›
Interest management
game-networking · medium: Send each client only the entities relevant to it (spatial area of interest, visibility, team), ordered by priority accumulators to fit a per-packet byte budget.
›
Lag compensation
game-networking · medium: The server rewinds other players' hitboxes to the moment the shooter saw them, so hits land where the shooter aimed despite latency and interpolation delay.
›
Network update prioritization
game-networking · medium: Priority accumulators per entity and client to fill a fixed per-tick bandwidth budget
Behavior trees
graphics · medium: Tree of selector, sequence and decorator nodes ticked each frame for NPC decisions
Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
State quantization
game-networking · low: Store floats as small fixed-point integers sized to the precision needed (bounded positions, smallest-three quaternions), cutting size 2-4x before any delta coding.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
›
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
Influence maps
game-ai · low: Grid of propagated values (threat, control, presence) with decay that agents read to choose positions
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Message sequence numbers
distributed · low: A per-stream counter on every message lets the receiver detect loss, duplicates and reordering, ack cheaply and resume after reconnect with "send from N".
›
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Quadtree octree
geometry · low: Adaptive spatial subdivision trees for queries and level of detail; loose and linear variants
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
›
+ 4 more techniques
+ 17 more primitives
System
Techniques · 11
Primitives · 33
battle-royale
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Authoritative server
game-networking · medium: One process owns the state and steps it at a fixed tick; clients send inputs and show returned snapshots, so a lying client only affects its own inputs.
›
Client-side prediction
game-networking · medium: The client applies its own inputs immediately, then on each server state rewinds to it and replays unacknowledged inputs (reconciliation).
›
Interest management
game-networking · medium: Send each client only the entities relevant to it (spatial area of interest, visibility, team), ordered by priority accumulators to fit a per-packet byte budget.
›
Lag compensation
game-networking · medium: The server rewinds other players' hitboxes to the moment the shooter saw them, so hits land where the shooter aimed despite latency and interpolation delay.
›
Network update prioritization
game-networking · medium: Priority accumulators per entity and client to fill a fixed per-tick bandwidth budget
Behavior trees
graphics · medium: Tree of selector, sequence and decorator nodes ticked each frame for NPC decisions
Entity-component-system (ECS)
graphics · medium: Store each attribute type in its own packed array keyed by an id, and run update functions over exactly the ids that have the attributes they need.
›
Navigation mesh pathfinding
graphics · medium: Navmesh generation from geometry, A* over polygons, funnel string pulling, local avoidance
Client action validation
security · medium: Validate client actions server-side: movement bounds, rate checks, statistical anomaly scoring
Polygon tessellation
geometry · medium: Triangulate polygons with holes (ear clipping, earcut, monotone sweep)
Bitstream serialization
game-networking · low: A bit writer and reader over a byte buffer that stores each field in exactly the bits its range needs: booleans in 1 bit, bounded integers in ceil(log2(span+1)) bits.
›
Reliable UDP
game-networking · low: Transport over UDP: each packet carries a sequence number, an ack and a 32-bit ack history; only chosen messages are made reliable.
›
Snapshot delta compression
game-networking · low: Encode each client's snapshot as the difference from the last snapshot that client acknowledged, so unchanged entities and fields cost zero to a few bits.
›
State quantization
game-networking · low: Store floats as small fixed-point integers sized to the precision needed (bounded positions, smallest-three quaternions), cutting size 2-4x before any delta coding.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Entity interpolation
game-networking · low: Render remote entities a fixed delay in the past, blending the two buffered snapshots around that time: ~2 snapshot intervals of latency buy smooth motion.
›
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
Influence maps
game-ai · low: Grid of propagated values (threat, control, presence) with decay that agents read to choose positions
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Message sequence numbers
distributed · low: A per-stream counter on every message lets the receiver detect loss, duplicates and reordering, ack cheaply and resume after reconnect with "send from N".
›
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Quadtree octree
geometry · low: Adaptive spatial subdivision trees for queries and level of detail; loose and linear variants
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
›
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Swiss table
data-structures · low: Open-addressing hash table that filters 8-16 slots at once with 1-byte hash tags and SIMD, giving fast lookups at 87.5 % load.
›
Structure of arrays and hot/cold sp…
hardware-os · low: Store each field in its own array and keep rarely used fields apart, so a loop reads only the bytes it needs and the compiler can vectorize it.
›
Arena allocator
systems · low: Allocate by bumping a pointer through big chunks and free everything at once: a few instructions per allocation for objects sharing a lifetime.
›
A* search
graphs · low: Dijkstra ordered by cost-so-far plus an admissible estimate of the remaining cost; optimal paths while exploring far fewer nodes toward the goal.
›
Isolation forest
machine-learning · low: Score each record by how few random axis-aligned splits it takes to isolate it in a small forest of random trees; anomalies are few and different, so they isolate fast.
›
Robust statistics
statistics · low: Location and scale estimates (median, MAD, trimmed mean, Huber M-estimator) that stay correct when a minority of the data is garbage.
›
Sliding-window counters
systems · low: Count events in the last W seconds with a ring of sub-bucket counters; the two-bucket weighted estimate gives rate limits in 16 bytes per key.
›
Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
False sharing
concurrency · low: Independent variables written by different cores on one cache line force the line to bounce between cores; pad or regroup hot data to fix it.
›
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
Dijkstra's algorithm
graphs · low: Single-source shortest paths with non-negative edge weights by settling vertices in order of distance with a priority queue.
›
CPU caches and the memory hierarchy
hardware-os · low: Sizes, line widths and latencies of L1/L2/L3/DRAM on modern x86 and Apple M-series, and the data-layout rules that follow from them.
›
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
Copy for AI
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