Build Fight Game

Available to wishlist on Steam.


Build Fight Game is my current (mostly) solo project. I am responsible for all the programming and most of the art, with some help from friends who kindly volunteered to help out with some of the art and 3D modelling.


The nature of the game as a class-based first-person shooter set in voxel maps created a host of technical challenges, some of which I'm still refining the solutions for almost a year into development. Much of the development has been documented on my blog or my YouTube.

Technical Challenges & Experience

Client-Side Prediction and Reconciliation

In a multiplayer FPS game, responsiveness is key to a fun experience. Shooting and movement should feel effectively instant to maintain good gamefeel. With a client-server model, which Build Fight Game uses for security, the server maintains final authority over the state of the game and is responsible for relaying that to all connected clients. Whenever a client makes an input, it must be sent to the server, processed, and then the result is sent back to the client. Due to the inherent latency between client and server, this can create a sluggish feeling during gameplay. There's nothing worse than giving an input and having to wait at least 50ms before the player gets any feedback, especially in a fast-paced FPS game like Build Fight Game.


The solution to this is client-side prediction and reconciliation.

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