Manifesto/Networking & Backend Infrastructure
🌐Hands-on Mastery6 min read

Networking & Backend Infrastructure

Hands-on Mastery

The Physical Layer

My network experience is not just about making multiplayer games in Unreal Engine with their Replication system. I understand the metal of networking as well. I think about how data travels from one device to another via ocean cables, through protocols like TCP or UDP. I know how data goes from one device to another device through undersea fiber optic cables, how ISPs work, and the full networking layer stack from physical to application.

In game multiplayer we use a TCP+UDP hybrid approach to achieve better results: UDP for high-frequency, loss-tolerant data like player position updates, and TCP for critical state-changing events like inventory trades or purchase transactions. This physical perspective is what separates my multiplayer systems from simple variable replication.

Hands-on Mastery

Multiplayer Implementation

My multiplayer work in Unreal Engine goes beyond basic replication. I build optimized systems like the MP_ChatSystem that was built entirely on Unreal's replication system without any external WebSocket or backend dependency. I also built inventory and trade systems with proper server-side validation and taxation logic.

The Multiplayer Manager Plugin handles session lifecycle, match management, and player state synchronization. Combined with the combat system, these plugins form a complete multiplayer game infrastructure.

R&D / Active Learning

Backend Systems & Go

Go Philosophy & Game Backends

I was exploring Asio and Drogon Framework for networking backend development for web and C++ backends. I also came across Nakama, an open-source game backend server, to understand how it works rather than relying solely on Steam or Epic Online Services.

And then I discovered Go (Golang) and its philosophy: how it achieves fast concurrency with data isolation through goroutines and channels, performs at C++ speeds but without the slow compile times. It is a gem for backend development nowadays.

I want to build something that is missing in Nakama or what does not yet exist in the open-source game backend space. The goal is to build the infrastructure that modern games are currently missing, something between a fully managed service and a raw socket server.

R&D / Knowledge

Docker & Kubernetes

Recently I am exploring Docker and Kubernetes to understand virtualization and sandboxed environments. Understanding containerization is essential for deploying the kind of game backend infrastructure I want to build. Docker for consistent environments and Kubernetes for orchestrating game server instances at scale.

Hands-on Mastery

System Design Philosophy

I understand system design not only from the perspective of a game, but also for user-side applications, developer-side complex software, and management software. Whether it is an e-commerce platform like D-Record, a desktop application like Bolt Player, or a game backend, the principles of clean architecture, separation of concerns, and scalable design remain the same.