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Hyper Square MP

A multiplayer first-person exploration game inspired by the movie 'Cube' featuring infinite procedurally generated rooms, real-time multiplayer, and trap mechanics.

GameCOMPLETED
Node.jsSocket.ioThree.jsWebGLMultiplayerProcedural GenerationECSGame DevelopmentReal-time
Hyper Square MP

Hyper Square MP

A multiplayer first-person exploration game inspired by the movie "Cube" - my first venture into multiplayer game development! This project combines infinite procedural generation with real-time multiplayer mechanics in a mysterious maze setting.

What I Built

  • Infinite 3D Cube Maze: Players explore procedurally generated rooms connected by portals
  • Real-time Multiplayer: Multiple players can join, see each other, and explore together
  • FPS Gameplay: Full WASD movement + mouse look with smooth 3D controls
  • Room System: Each room is a 20x20x20 meter cube with doors on each face
  • Trap Mechanics: Some rooms are dangerous (fire, ice, laser) and damage players
  • Portal System: Players can travel between rooms by interacting with door frames

🚀 Technologies Used

Backend:

  • Node.js + Express - Web server foundation
  • Socket.io - Real-time bidirectional communication
  • Custom game server - Handles game state, room generation, player synchronization

Frontend:

  • Three.js - 3D graphics and rendering engine
  • ES6 Modules - Modern JavaScript architecture
  • WebGL - Hardware-accelerated 3D graphics

Architecture:

  • ECS (Entity Component System) - Clean, scalable game architecture
  • Procedural Generation - Deterministic room generation using seeded randomness
  • Client-Server Architecture - Proper multiplayer with server authority

🔥 Key Features

Infinite Exploration

  • Rooms generate procedurally as players explore coordinates like (0,0,0) → (1,0,0) → (2,0,0)
  • Each coordinate always generates the same room type using deterministic algorithms
  • Players can explore infinitely in any direction through the cube maze

Multiplayer Mechanics

  • Real-time player synchronization across all connected clients
  • Smooth interpolation for player movement and animations
  • Shared game state with server authority for consistency

Trap System

  • Fire Rooms: Continuous damage with visual fire effects
  • Ice Rooms: Slippery surfaces and freezing damage
  • Laser Rooms: Deadly precision beams that activate periodically
  • Safe Rooms: Respite areas for healing and planning

Game Systems

  • Death and Respawn: Death camera system with strategic respawn mechanics
  • Item Interaction: Players can throw and interact with objects
  • Physics: Gravity, collision detection, and realistic movement
  • 3D Character Models: Animated player representations with walking/running states

💡 Technical Achievements

Networking Excellence

  • Efficient real-time communication using Socket.io
  • Optimized data synchronization - only essential game state updates
  • Lag compensation and client prediction for smooth gameplay

Procedural Generation

  • Deterministic room generation ensures consistency across all players
  • Infinite content creation without pre-built assets
  • Smart room variety balancing safe zones with dangerous traps

Performance Optimization

  • WebGL-powered 3D rendering for smooth framerates
  • Efficient entity management using ECS architecture
  • Smart culling and resource management for infinite worlds

This project represents my first successful implementation of multiplayer game mechanics, combining real-time networking, 3D graphics, and procedural generation. The Cube movie inspiration provided a perfect framework for exploring infinite maze mechanics while learning the complexities of multiplayer game development.