Kadim Vadi — 2.5D Browser MMO Demo
An install-free hack-and-slash MMO-lite demo with a real client-server netcode architecture in a Three.js-powered 2.5D world.
Built as a demonstration
This project was created to demonstrate product capabilities.

Project overview
Why was this project built?
Built to prove architectural patterns from a real multiplayer game server—client-side prediction, server reconciliation, and delta snapshots—in an install-free browser experience. The project demonstrates that these techniques work in a playable, performant experience, not only in theory.
What problem does it solve?
The ability to build multiplayer infrastructure can be abstract. A playable demo using real netcode makes that capability tangible. Slides and architecture diagrams cannot show what latency compensation and synchronization feel like in practice.
Who uses it?
Game studios, technology decision-makers, and product teams building real-time multi-user systems.
Our solution
We built a virtual game server running in a Web Worker, combined client-side prediction, server reconciliation, and entity interpolation, and rendered a 2.5D world with Three.js. All game logic runs at 20Hz in a separate worker without blocking the main thread.
- Virtual game server in a Web Worker (20Hz tick)
- Client-side prediction and server reconciliation
- Delta-compressed snapshots and interest management
- Procedural 2.5D world and characters with Three.js
- Real multiplayer synchronization across browser tabs
- Server-authoritative anti-cheat validation
- Netcode transparency with live ping/tick visualization
Features
Expected outcomes
- Proves real netcode techniques in a browser
- Provides a playable multiplayer experience without installation
- Demonstrates an anti-cheat approach with server-authoritative architecture
- Makes the 2.5D rendering performance budget tangible, with a 60fps target
- Visually explains latency compensation to engineering teams
