Fixed-timestep loop
Physics runs at a steady 60 steps per second while drawing follows your screen’s refresh rate. A 144 Hz monitor and a slow laptop play the same game, and Snake is smoothed between grid steps.
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⚙ Under the hood
The same habits as client work. Each game is a plain object with reset, update, draw and input. The engine does everything else, so a new game is about 150 lines.
Physics runs at a steady 60 steps per second while drawing follows your screen’s refresh rate. A 144 Hz monitor and a slow laptop play the same game, and Snake is smoothed between grid steps.
Keyboard, mouse, touch, swipes and the on-screen pad all turn into the same five actions. Games never see raw events, and the page stops scrolling only while a game is actually running.
Every blip, explosion and fanfare is built live with the Web Audio API from oscillators and filtered noise. Nothing to download, and sound starts only after you press play.
Each game draws to its own canvas, which becomes a live texture on the cabinet’s curved CRT — scanlines, glow and a little glitch when you switch games. Clicks are ray-cast back through the glass, so the mouse lands on the right pixel.
◆ The bigger games
The real game work runs on FiveM and RedM servers with 100+ players online at once — scripts, interfaces and whole server economies.