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GameLive2026

Orbit

A real-time multiplayer arena in the browser.

Steer a neon ship, collect orbs and trap rivals with your light trail. Open the link and you are in a live room with other players and AI ships.

See it live

Best with a friend: send them the link and you will meet in the same room.

Orbit: screenshot 1
Build time
53 min
Agents
1 Claude Code agent
Tests passing
46
Lines of code
6,757
Runtime dependencies
1

Built by one Claude Code agent inside Cadrix in 53 minutes of wall-clock time, with no human edits to the code. Times come from the build log the agent kept.

What it does

  • Authoritative server at 30 ticks per second with spatial hashing for collisions
  • Binary snapshots at 15 Hz with only what is near you: about 180 bytes each, roughly 3 KB/s per player
  • Interpolated rivals and lightly predicted own ship, smooth on phones
  • AI ships keep every room alive and step aside as people join; up to 40 people per room
  • Touch joystick and boost button on phones, mouse and keyboard on desktop
  • Every message validated and rate limited; floods, oversize and malformed frames are dropped

How it was built

  1. 0–12 minPhysics, binary protocol and the server: rooms, bots, rate limiting
  2. 12–15 minTests, plus a 3-minute simulation with 16 bots
  3. 15–27 minClient: screens, HUD, netcode with interpolation, sprite renderer, touch controls
  4. 27–47 minTwo-browser end-to-end runs, load test with 20 players, abuse probes, fixes
  5. 47–53 minREADME, final screenshots and measurements

Problems the agents solved

  • A particle effect could get a negative radius and freeze the game. The agent caught it in the two-player run and made one bad frame unable to stop the loop.
  • Busy areas ran out of orbs: half of the new orbs now appear near ships.
  • AI ships hunted players who had just spawned: they now leave newcomers alone for 8 seconds.

Stack

Node 22WebSockets (ws)Canvas 2DTypeScriptViteVitest

More screens

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