Shadow of The Rift
Online Action RPG prototype · Dedicated Server · Unity (C#) + .NET
2025–2026
Overview
Systems-first prototype focused on the online foundation (session lifecycle, lobby → match start, replication) and a signature gameplay pillar (networked destruction + telekinesis). The architecture is modular and data-driven with clear service boundaries. LeoECS + Jobs/Burst were used to keep high-frequency state updates and snapshot processing efficient, with low GC pressure and bounded memory behavior.
Highlights
- Security-first authority model: server-owned state + strict authority boundaries to reduce cheating vectors
- Low-rate snapshot streaming (configurable, e.g. 10–15Hz) with client-side interpolation/prediction to keep bandwidth and CPU budgets under control
- Allocation-free hot paths under profiling (pooling + non-alloc patterns); only dev logging allocates
- Snapshot-friendly destruction: baked chunk state + deterministic IDs enabling late-join/reconnect correctness and repeat-hit reapplication from snapshots
- Networked destruction + telekinesis: targeting → impact → chunk reservation → physics/VFX pipeline unified and replicated
- Performance-first workflow: spatial index + bounds cache, pooling, Jobs/Burst for heavy loops, predictable budgets in hot paths
- Maintainable architecture: EventBus/DI boundaries, modular handlers, clear responsibilities across gameplay/network systems
Responsibilities
- Designed end-to-end architecture: Unity client + dedicated server + service boundaries
- Implemented session lifecycle and lobby state sync (ready/unready, countdown, join/leave, reconnect) with UI driven by server state
- Built character slots + selection flow and hub transition logic
- Implemented replication foundations (spawn/despawn, interpolation) and snapshot pipeline with ECS-oriented data flow
- Built memory-safe pipelines (pooling, non-alloc patterns, bounded buffers) for frequent network/destruction events
- Implemented snapshot-friendly destruction: baked state, deterministic chunk identity, and repeat-hit reapplication from snapshot state
- Optimized destruction performance (spatial queries, bounds cache, Jobs/Burst for heavy loops) and validated hot paths via profiling
Tech
🧩 Unity⚙️ C#🌐 DarkRift 2🧱 VContainer🧬 ECS (LeoECS)Unity JobsBurst🖥️ HDRP🎨 Shader Graph✨ Visual Effect Graph🧠 .NET🐳 Docker🗃️ Git