SpritePulse Demos

About

To showcase Go's low-latency concurrency alongside a TypeScript frontend, I built a real-time multiplayer 2D game architecture. The core requirement was high-throughput state synchronization, driving multiple client viewports at 60 FPS.

The initial component, SpritePulse, is a custom WebGL rendering engine built in TypeScript. Rather than using an off-the-shelf engine, I developed SpritePulse to explore state interpolation algorithms and isolate state rendering from application logic.

Note: Backend state demos are configured to have concurrency limits and game states expire to keep the resource cost down.