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

V
V2EX
C
Check Point Blog
博客园_首页
B
Blog
D
Docker
U
Unit 42
量子位
I
InfoQ
有赞技术团队
有赞技术团队
Martin Fowler
Martin Fowler
GbyAI
GbyAI
L
LangChain Blog
云风的 BLOG
云风的 BLOG
博客园 - Franky
美团技术团队
T
The Blog of Author Tim Ferriss
阮一峰的网络日志
阮一峰的网络日志
月光博客
月光博客
Vercel News
Vercel News
Recent Announcements
Recent Announcements
雷峰网
雷峰网
大猫的无限游戏
大猫的无限游戏
小众软件
小众软件
Google DeepMind News
Google DeepMind News

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
How I Built a Real-Time Robot Battle Simulator from Scrat...
Ali Haggag · 2026-05-24 · via DEV Community

A CS student's journey from a blank repo to a production platform with a custom scripting language, 60fps physics engine, and 3,000+ lines of battle-tested TypeScript.

The Idea

I wanted to build something that made competitive programming fun. Not another LeetCode clone. Something where your algorithm doesn't just pass a test case — it fights.

The concept: players write code to control robots. The robots battle in real-time. Your logic vs the world.

That's Logic Arena.

Starting From Zero — The Engine

The first challenge was building a game engine from scratch. No Unity, no Phaser — pure TypeScript.

Version 0.2.0 was just two robots moving in a canvas. But getting there required solving the first real technical scar:

The Singleton Problem. Two NestJS services were sharing the game engine — or so I thought. They each had their own instance, so state was completely desynced. The fix: @Global() decorator to enforce a single shared engine across the entire module.

@Global()
@Module({
  providers: [GameService],
  exports: [GameService],
})
export class GameModule {}

Enter fullscreen mode Exit fullscreen mode

One decorator. Three hours of debugging.

Building AliScript — A Custom Scripting Language

This was the craziest decision I made. Instead of using JavaScript or Lua for robot scripting, I built my own language.

Why? I wanted players to think algorithmically, not just copy-paste code. AliScript had to be simple enough for beginners but powerful enough to reward expert thinking.

The pipeline:

String Script → Lexer → Tokens → Parser → AST → Server Evaluator → Robot Actions

Enter fullscreen mode Exit fullscreen mode

First version supported basic conditionals:

IF CAN_SEE_ENEMY
  FIRE
END
MOVE

Enter fullscreen mode Exit fullscreen mode

By v2.4, it became Turing-complete-ish:

WHILE TRUE DO
  IF CAN_SEE_ENEMY AND MY_ENERGY > 30 DO
    BROADCAST(NEAREST_VISIBLE_X)
    BURST_FIRE
  ELSE IF IN_STASIS DO
    WAIT
  ELSE DO
    SCAN
    PATHFIND
  END
END

Enter fullscreen mode Exit fullscreen mode

The hardest bug? Operator precedence.

2 + 3 * 4 was evaluating to 20 instead of 14. Every multiplication-heavy script was silently computing wrong values. The fix required splitting parseBinaryExpression() into two separate precedence levels — parseAddition() and parseMultiply().

The Performance Crisis

By v1.3.0, the arena was running at ~15fps. Profiling revealed the culprit:

3,862ms scripting bottleneck — the main thread was choking on useState updates 60 times per second.

The fix was a dual-state architecture:

// Before: useState causes re-render on every tick
const [gameState, setGameState] = useState(null);

// After: useRef for game logic, throttled state for UI only
const gameStateRef = useRef(null); // updates at 60fps, zero re-renders
const [uiState, setUiState] = useState(null); // updates at 10fps, DOM only

Enter fullscreen mode Exit fullscreen mode

Scripting time dropped from 3,862ms to near zero.

Six Performance Fixes in One Release

By v2.5.0, I ran a full profiling audit and found six simultaneous bottlenecks:

1. Obstacles in every WebSocket payload — static data sent 10x/sec for no reason. Fix: initialize once, strip from all subsequent payloads.

2. 30 WebGL draw calls for obstacles — rewrote to THREE.InstancedMesh. 30 draw calls → 4 draw calls.

3. 10 useFrame JS callbacks for obstacle animations — moved all pulse math to GPU via fragment shaders. 0 JS callbacks per frame.

4. Server memory leak — replay snapshots were deep-cloning unboundedly. Added ring buffer capped at 300 objects.

5. The Ghost Match Massacre — when players closed their browser, the physics engine kept running at full speed indefinitely. Hundreds of ghost matches accumulating CPU in silence. Fix: wired disconnect lifecycle to stop the engine the moment the last player leaves.

The Deployment Nightmare

Going from localhost to production at logicarena.dev was a gauntlet.

The 2.57GB Docker Context Bomb — first build transferred 2.57GB to the Docker daemon because node_modules wasn't excluded. Fixed .dockerignore, dropped build context to 15MB.

The Prisma Ghost Engine — Alpine Linux refused to execute the Windows-compiled Prisma binary. Added linux-musl to binaryTargets.

The WebSocket CORS Wall — every Socket.IO connection rejected because the gateway was hardcoded to localhost:3000. Extended CORS array, fixed Nginx WebSocket proxy headers.

The Silent Postman — DigitalOcean silently blocks outbound SMTP on new Droplets. Zero errors, zero delivery, just void.

The Architecture Today

logic-arena/
├── apps/
│   ├── client/     # Next.js 16, React Three Fiber, PWA
│   └── server/     # NestJS 11, Socket.io, JWT
└── packages/
    ├── engine/     # Custom TypeScript physics engine
    └── logic-parser/ # AliScript lexer, parser, evaluator

Enter fullscreen mode Exit fullscreen mode

What I Learned

1. Architecture decisions compound. Every "quick fix" that bypassed the module system created three bugs later.

2. Profile before optimizing. The 3,862ms bottleneck was invisible until I actually measured it.

3. Custom languages are feasible. An AST evaluator is just a recursive tree walker — intimidating name, straightforward implementation.

4. Ship early, iterate fast. Logic Arena went from 2 robots on a canvas to a 60-level algorithmic campaign in 4 months of solo development.

Try It

Live: logicarena.dev — no account required, join as guest.

GitHub: Ali-Haggag7/logic-arena

Write your first script, watch your robot fight, and tell me what you think in the comments!