惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

H
Help Net Security
腾讯CDC
爱范儿
爱范儿
Google DeepMind News
Google DeepMind News
V
V2EX
Blog — PlanetScale
Blog — PlanetScale
Engineering at Meta
Engineering at Meta
GbyAI
GbyAI
量子位
F
Fortinet All Blogs
G
Google Developers Blog
T
The Blog of Author Tim Ferriss
Cyber Security Advisories - MS-ISAC
Cyber Security Advisories - MS-ISAC
Hugging Face - Blog
Hugging Face - Blog
Last Week in AI
Last Week in AI
T
Tailwind CSS Blog
J
Java Code Geeks
S
SegmentFault 最新的问题
D
Docker
博客园 - 司徒正美
The GitHub Blog
The GitHub Blog
Jina AI
Jina AI
M
MIT News - Artificial intelligence
博客园 - 【当耐特】

DEV Community

Authentication Security Deep Dive: From Brute Force to Salted Hashing (With Java Examples) Why AI Systems Don’t Fail — They Drift Spilling beans for how i learn for exam😁"Reinforcement Learning Cheat Sheet" I Replaced Chrome with Safari for AI Browser Automation. Here's What Broke (and What Finally Worked) How Python Borrows Other People's Work The $40 Architecture: Processing 1 Billion API Requests with 99.99% Uptime Vibe Coding: A Workflow Guide (From Zero to SaaS) Most webhook security guides protect the wrong side. The scary part is delivery. Headless CMS for TanStack Start: Build a Blog with Cosmic EU Age Verification App "Hacked in 2 Minutes" — What Actually Happened Comfy Cloud’s delete function does not actually remove files Running AI Models on GPU Cloud Servers: A Beginner Guide Event-driven media intelligence with AWS Step Functions and Bedrock I scored 500 AI prompts across 8 quality dimensions — here's what broke How to Call Google Gemini API from Next.js (Free Tier, No Backend Needed) The Portal Protocol: Reclaiming Human Connection in the Age of AI How to Fix Your Team's Scattered Knowledge Problem With a Self-Hosted Forum Intro to tc Cloud Functors: A Graph-First Mental Model for the Modern Cloud Designing Multi-Tenant Backends With Both Ownership and Team Access I Built a Neumorphic CSS Library with 77+ Components — Here's What I Learned PostgreSQL Performance Optimization: Why Connection Pooling Is Critical at Scale Cómo construí un SaaS multi-rubro para gestionar expensas en Argentina con FastAPI + Vue 3 🚀 I Built an Ethical Hacking Scanner Tool – Open Source Project I Replaced /usage and /context in Claude Code With a Single Statusline A Pythonic Way to Handle Emails (IMAP/SMTP) with Auto-Discovery and AI-Ready Design I Collected 8.9 Million Polymarket Price Points — Here's What I Found About How Markets Really Move EcoTrack AI — Carbon Footprint Tracker & Dashboard Everyone's Using AI. No One Agrees How. 5 self-hosted ebook managers worth trying in 2026 Building Your First AI Agent with LangChain: From Chatbot to Autonomous Assistant
Building Gridzo: A Scalable Competitive Gaming Platform w...
Amitesh · 2026-06-28 · via DEV Community

Amitesh

Building Gridzo: A Scalable Competitive Gaming Platform with Unity WebGL, Next.js and DynamoDB

This article was created as part of my submission for the H0 Hackathon.

Introduction

Most online competitive games are built as isolated ecosystems. Every new game typically starts from scratch with its own authentication system, leaderboards, player profiles, and progression. As an indie game developer, I wanted to build something reusable instead—a platform where competitive games could plug into a common infrastructure.

That idea became Gridzo.

Gridzo is a cloud-native gaming platform that provides shared player identities, persistent profiles, leaderboards, statistics, and competitive infrastructure. The first game running on the platform is Sky City Rush – Competitive, a Unity WebGL racing game where players compete globally across multiple tracks.

Rather than building a website around a game, I built a platform around competitive gaming.


Why I built Gridzo

As I continued developing games, I noticed that every multiplayer or competitive title required solving the same set of backend problems:

  • User authentication
  • Player profiles
  • Leaderboards
  • Match history
  • Statistics
  • Persistent storage
  • Deployment

These systems rarely depend on the gameplay itself.

I wanted to separate the competitive platform from the games.

That led to Gridzo—a platform where each game focuses on gameplay while Gridzo provides the competitive ecosystem.

Sky City Rush became the first proof-of-concept demonstrating this architecture.


The problem with game-specific competitive systems

Traditional online games tightly couple gameplay with backend services.

Game
 ├── Authentication
 ├── Profiles
 ├── Leaderboards
 ├── Statistics
 ├── Rankings
 └── Match History

This works for one title but becomes increasingly difficult to maintain as additional games are introduced.

Gridzo instead follows a platform approach.

            Gridzo Platform
         ┌────────────────────┐
         │ Authentication      │
         │ Player Profiles     │
         │ Leaderboards         │
         │ Statistics           │
         │ Game Registry        │
         └────────────────────┘
                 ▲
        ┌────────┼─────────┐
        │                  │
Sky City Rush        Future Games

Every game shares the same identity and competitive systems while remaining independent in terms of gameplay.


Architecture overview

The frontend is built with Next.js and deployed on Vercel.

The racing experience is developed in Unity and exported as a WebGL application hosted on Amazon S3 and delivered globally through Amazon CloudFront.

Player authentication is handled using Firebase Authentication, while all persistent game data is stored in Amazon DynamoDB.

The communication flow looks like this:

Player

↓

gridzo.loen.in

↓

Amazon Route53

↓

Amazon CloudFront

↓

Vercel (Next.js)

↓

Unity WebGL

↓

Race Result

↓

Next.js API

↓

Amazon DynamoDB

This architecture cleanly separates gameplay from backend services while allowing both to evolve independently.


Unity ↔ Next.js communication

One of the most interesting technical challenges was enabling communication between Unity WebGL and the Next.js application.

When a player finishes a race:

  1. Unity collects the race data.
  2. A JavaScript bridge exposes browser functions to Unity.
  3. Unity submits the race result to the Next.js API.
  4. The backend validates and stores the run.
  5. Updated competitive information (such as leaderboard rank and personal best) is sent back into Unity.
  6. Unity displays an in-game result screen.

This creates a seamless experience where the player never leaves the game while all competitive logic is handled by the web application.


DynamoDB data model

Instead of storing game-specific information, the database is designed around reusable platform concepts.

Some of the primary tables include:

  • Players — Global player identities
  • PlayerProfiles — Shared profile information
  • Games — Registry of games available on Gridzo
  • GameRuns — Every competitive run submitted by players
  • Usernames — Username lookup and uniqueness

A single GameRuns table serves as the source of truth for competitive data.

Leaderboards, race history, and statistics are generated from these runs, making the architecture flexible enough to support very different types of games without redesigning the database.


Scalability considerations

Although Gridzo currently hosts only one game, it was designed with future growth in mind.

Several architectural decisions contribute to scalability:

  • Independent hosting for the web application and Unity assets
  • Global asset delivery using CloudFront
  • Stateless backend APIs
  • DynamoDB partitioning for horizontal scaling
  • Shared authentication across multiple games
  • Centralized game registry
  • Generic data models that are not tied to a specific game

Adding another game should primarily involve:

  • Registering the game in the Games table
  • Uploading the WebGL build
  • Defining how its competitive metrics are interpreted

The existing player identities, statistics, and profile systems can then be reused without modification.


Challenges

Building Gridzo required solving several integration challenges.

The biggest was establishing reliable communication between Unity WebGL and the React application. Creating a JavaScript bridge that allowed asynchronous communication between Unity and Next.js took several iterations.

Deploying Unity assets separately from the frontend also introduced challenges around CORS configuration, CloudFront caching, and browser security policies.

Designing a database schema that works for multiple future games instead of only Sky City Rush also required several revisions before arriving at a more generic platform-oriented model.

Finally, balancing gameplay responsiveness with backend persistence was important. Race submissions needed to feel instantaneous while still updating competitive rankings reliably.


Future roadmap

Gridzo is intended to become more than a single-game platform.

Future work includes:

  • Self-service developer onboarding
  • Multi-game leaderboards
  • Game-specific profile pages
  • Ghost sharing between players
  • Competitive tournaments
  • Seasonal rankings
  • Cross-game achievements
  • Player matchmaking
  • REST APIs and SDKs for third-party developers

The long-term goal is to allow developers to publish competitive games on Gridzo while sharing a common player ecosystem.


Conclusion

Gridzo started as an experiment in building competitive infrastructure that could outlive a single game.

Sky City Rush – Competitive demonstrates that vision by combining Unity WebGL, Next.js, Firebase Authentication, DynamoDB, CloudFront, and Vercel into a unified gaming platform.

While there is still plenty of work ahead, the project establishes a strong foundation for a future where independent developers can build games on top of a shared competitive platform instead of rebuilding the same backend systems every time.

If this hackathon marks the beginning of Gridzo's journey, I hope many more games will eventually join the platform.


Thanks for reading! This article was created as part of my submission for the **H0 Hackathon.

#H0Hackathon