Stop Rewriting Game Backends: 6 Pluggable Solvers & Hybrid Physics Composition

How Billiards, Chess, Competitive FPS, and Particle Sandboxes run on one shared data plane configured purely by schema.

A multiplayer platform built to host thousands of games cannot afford bespoke backend rewrites per title. Playna separates room orchestration and simulation into **6 standalone game-agnostic physics and turn-arbiter modules**.

1. Matching Server CPU to Game Dynamics

Ticking an idle pool table or chess board at 60 Hz wastes server resources.

  • **`swept_ccd` (`0x61`)**: Solves the entire continuous collision chain once per impulse and broadcasts keyframes with zero idle tick overhead.
  • **`turn_based` (`0x66`)**: Idles at **0 Hz** for Chess, Checkers, Card Games, and Sudoku, awakening strictly to verify `active_slot` and `turn_seq`.
  • **`kinematic_ecs` (`0x64`) & `rigid_body` (`0x63`)**: Deliver 60–128 Hz sub-stepped simulation, movement bounds, and rewind history for fast shooters and physics brawlers.

Every generated SDK embeds `PHYSICS_RUNTIME_GUIDE` for **TypeScript, Godot 4.7.2, Unity, Unreal, and Bevy**, documenting the exact client rendering loop for the selected physics profile.

2. Running Hybrid Solvers Inside One Room

A tactical shooter walks on `kinematic_ecs` while arcing grenades on `ballistics`; turn-based golf gates turns with `turn_based` while computing trajectories with `ballistics`.

{
  "simulation": "kinematic_ecs",
  "secondary_providers": ["ballistics"],
  "capabilities": ["lag_compensation"],
  "tick_rate_hz": 64,
  "params": {
    "max_speed_mps": 12.0,
    "gravity_mps2": 9.81,
    "aoi_radius_m": 120.0
  }
}

Schema validation automatically enforces safe composition rules and rejects redundant pairs such as `swept_ccd + lag_compensation` or `turn_based + rollback`.


Inside Move, Shoot & AOI: Spatial Interest Filtering Meets Rewind Hitscan

Cutting redundant bandwidth in wide arenas while keeping sub-frame shot validation cheat-proof.

One of the most common questions in multiplayer action architecture is straightforward: does **Shoot** belong inside **Move** physics, or in a separate solver?

Move + AOI: Replicating Only What Each Player Can See

In Playna, step-distance validation and Area of Interest (`visibility: "aoi"`) operate inside the replication layer alongside your simulation solver:

  • Actors locomote under `kinematic_ecs` (`0x64`) clamped by `max_speed_mps` and world bounds.
  • Outgoing delta snapshots filter every entity outside each recipient's `aoi_radius`.
  • Withholding distant enemy coordinates from the wire simultaneously shrinks packet bandwidth and prevents client radar/map cheats.

Shoot: Hitscan Ray vs Ballistic Projectile

Weapon MechanicSolver ConfigurationServer Authority
**Instant Hitscan (CS / Valorant)**`kinematic_ecs` + `lag_compensation`Rewinds target spheres to `T - RTT/2` and checks 3D ray intersection
**Arcing Projectile (PUBG / Archery)**`kinematic_ecs` + `secondary: ["ballistics"]`Locomotion stays in AOI while fire frames evaluate gravity, wind & drag

On the client, discrete 20–60 Hz updates smooth cleanly up to 144/240 Hz via buffered `LERP` and quaternion `SLERP`.


Zero Plaintext by Design: QUIC, HTTP/3 WebTransport, WSS & Raw TCP/UDP under Strict TLS 1.3

End-to-end TLS 1.3 encrypted binary framing across web, mobile, and native desktop game engines.

Plain HTTP (`http://`) and unencrypted WebSockets (`ws://`) are disabled by policy across both Control and Data planes. Every client authenticates over **HTTPS / TLS 1.3** and exchanges fixed-offset little-endian binary frames.

MTU-Aware Channel Routing

Your chosen physics profile and packet size hint the optimal delivery channel:

  • **Reliable Ordered Streams (`QUIC Stream` / `WSS`):** Serialized `turn_based` moves and trajectory frames exceeding standard 1200-byte UDP MTU boundaries route cleanly over reliable streams.
  • **Unreliable Sequenced Datagrams (`HTTP/3 WebTransport` / `DTLS UDP`):** High-frequency 60 Hz transforms and granular grid diffs travel over datagrams to eliminate Head-of-Line blocking.

Zero Serialization Drift with CRC32 `schema_hash`

Every published ECS schema locks a CRC32 `schema_hash` embedded inside generated **TypeScript, Godot 4.7.2, Unity, Unreal, and Bevy** codecs, catching serialization mismatches immediately during handshake.

Every public Wiki page and Blog article is automatically exposed via **`/llms.txt`**, **`/llms-full.txt`**, **`/sitemap.xml`**, **`/rss.xml`**, and clean **`.md`** raw files for seamless indexing by search engines and AI agents.