Minor changes are by default collapsed in the page history.
No changes
The page does not exist yet.
Failed to load changes
Version by on
Leave Collaboration
Are you sure you want to leave the realtime collaboration and continue editing alone? The changes you save while editing alone will lead to merge conflicts with the changes auto-saved by the realtime editing session.
Distributed Bomberman Game
Enrico Ferraiolo • Daniele Romanella
abstract
We present a distributed, real-time Bomberman system designed for multi-player gameplay with scalability and fault tolerance. The architecture is split into two layers: a hub layer responsible for matchmaking and cluster coordination, and a room layer that executes the authoritative game loop. The hub server adopts an AP-oriented design, using UDP-based gossip to disseminate room availability and peer liveness without centralized coordination. The room server is CP-oriented, running a deterministic tick loop over a TCP and Protocol Buffers protocol to ensure consistent state across clients. The client is protocol-driven and renders the game as an ASCII interface. The system supports transient failure handling through bounded reconnection windows and state snapshotting, keeping matches stable under brief network interruptions. A Kubernetes-based deployment is used for hub scalability and room provisioning. The result is a coherent distributed design that balances availability with strong consistency at the game engine.