
Battle Questions · Gaming
Ten thousand simultaneous battles, decided in under 50ms
A competitive trivia platform where timing is a gameplay mechanic — so the game engine is server-authoritative, sub-50ms at p99, and treats a 500ms discrepancy as a fairness bug rather than a performance one.
Aik nazar mein
- Muddat
- 43 hafte
- Team ka hajm
- 5 afraad
- Muahide ki naueeyat
- Nayi tameer
- Project ki qism
- Web application
- Shoba
- Media aur Entertainment
Kin cheezon se bana
Soorat-e-haal
Challenge kya tha
In a game where timing decides the winner, a 500ms difference in when two players receive a question is not a performance problem, it is a fairness problem. On top of that, anti-cheat had to stop answer lookup and bots without punishing legitimate players for being fast.
Hum ne kya kiya
Every timing decision moved to the server, and every battle became a small in-memory state machine rather than a database transaction.
Wo faisle jo aham the
Battles live in Redis, not Postgres
Each battle is a Redis hash driven by Lua scripts for atomic operations. A relational transaction per answer would have made the database the referee, and the referee would have been the slowest participant.
Client timings are rejected outright
Server-authoritative timestamps with synchronised delivery via keyspace notifications. Any protocol that trusts the client's clock is a protocol that rewards tampering with the client's clock.
Shadow mode instead of bans
Statistical timing analysis flags sub-150ms responses and suspiciously low variance; confirmed cheats are matched against each other rather than told. Deterrence took the flag rate from 2.1% to 0.4%.
Kya badla
- simultaneous battles
- 10K+simultaneous battles
- p99 game engine latency
- <50msp99 game engine latency
- daily active users
- 75K+daily active users
- cheat flag rate
- 0.4%cheat flag rate
- 75K+ — 38-minute average session
- 0.4% — down from 2.1% in the first month
10,000+ concurrent battles at sub-50ms p99, 75,000+ daily active users averaging 38-minute sessions, and a cheat rate down to 0.4% — at $0.0003 of infrastructure per battle.
Istemal shuda khidmaat
- Redis-backed game engine with atomic Lua operations
- Server-authoritative timing and synchronised question delivery
- Layered anti-cheat with statistical analysis and shadow mode
- Matchmaking and Elo-adjusted accuracy tracking
Hum kya mukhtalif karte
Har mansoobe mein aisi aik baat hoti hai. Ise shaya karna hi asal nukta hai — jis case study mein koi pachhtawa na ho wo saboot nahi, tashheer hai.
Game backends have a different performance contract from typical web APIs. Redis Lua scripts, pre-loading and server-authoritative timing are not over-engineering for a trivia game; they are the minimum viable correctness. We would reach for them on day one next time rather than proving the need first.
Istemal shuda khidmaat
Web Development
Conversion par focused websites jo tezi se load hoti aur achhi rank karti hain.
Service dekhenApp Development
Investor-ready mobile products jin ki onboarding maapi ja sakti hai.
Service dekhenCloud aur DevOps
Roz release karen, aise infrastructure par jiski laagat jitni honi chahiye utni ho.
Service dekhenData aur Analytics
Aise aadad jin par sab ko bharosa ho, aik jagah, raat ko taza.
Service dekhen
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Case study parhen