Code Room
System designHard
Question
Design the authoritative netcode backend for a real-time competitive shooter with 64-player matches, a 64 Hz server tick, and a hard budget of <80 ms end-to-end input-to-render under typical 40 ms RTT. Players spread across regions; you must run thousands of concurrent match instances. Cover the transport, how the simulation stays authoritative, how clients hide latency, and how you keep cheaters from forging movement.
What a strong answer looks like
Clarify scale and constraints first. Propose a clean component breakdown, then go deep on the hard parts — data model, bottlenecks, consistency, failure modes — and name the trade-offs you are making.
Learn the concepts
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