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Case Study

Scaling 10,000 Players: Distributed State in Real-Time Tactical Environments

A case study in H3 spatial sharding, worker-per-region consistency, and multi-tier storage architecture

TL;DR

  • • Designed a distributed real-time game engine targeting 10,000 concurrent players in a single contiguous battle at 2Hz tick rate
  • • H3 hexagonal spatial sharding with worker-per-region consistency model (Redis hot state + etcd coordination + DynamoDB durability)
  • • Epoch-based fencing tokens for split-brain resolution; influenced by CockroachDB's range leases and Kleppmann's work
  • • Architecture validated through theoretical analysis; load testing planned for Q3 2026
  • • Aims to exceed EVE Online's 6,557-player record without time dilation (they used 10% real-time at that scale)
Role
Solo architect and engineer
Timeline
2026, ongoing
Stack
Go, Redis 7, etcd, DynamoDB, Kubernetes, H3 (Uber's hexagonal spatial index)
Key challenge
Real-time multiplayer consistency at massive scale without time dilation
Status
Architecture validated through theoretical analysis and peer review. Load testing in progress.

Full case study content coming soon.

In the meantime, explore the architecture through these posts: