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// Game Dev & Interactive • 4 Months

Orbital Relay: Multi-Sector Simulation

Scalable sci-fi station management experience engineered in Roblox Studio with Luau and client-server networked replication.

// BENCHMARK TELEMETRY & DELTA GAINS

Performance & Precision Metrics.

Measured across production runtimes comparing unoptimized baseline vs. final deployed build.

Session Multiplayer Scale +212%
Baseline: 16 players
Production: 50+ players
Unit metric: Player Concurrency
Client Replication Lag -57.1%
Baseline: 140ms
Production: < 60ms
Unit metric: Network Ping
Server Memory Leak Rate -100%
Baseline: 45 MB / hr leak
Production: 0 MB / hr flat
Unit metric: Memory Stability
Client Desync Ratio -99.3%
Baseline: 8.20%
Production: < 0.05%
Unit metric: State Consistency
// SYSTEM TOPOLOGY & PIPELINE

Architectural Dataflow.

Sequential execution pipeline from data ingestion to user presentation.

[01] PREDICTED

Client Prediction Engine

Local Kinematic Interpolation

↳ RenderStepped
[02] STREAMED

Compressed Delta Channel

RemoteEvent Byte Packing

↳ Luau Netcode
[03] ARBITRATED

Authoritative Server Loop

State & Inventory Arbiter

↳ ServerTick:60hz
[04] PERSISTED

ProfileService DataStore

Session Transaction Lock

↳ Cloud DataStore
[05] SYNCED

Replicated World Sync

Multi-Sector Fleet Telemetry

↳ StateReplication
// IMPLEMENTATION ARTIFACTS

Interactive Code Walkthrough.

Key implementation logic, state machine controllers, and event dispatchers.

ℹ Authoritative server timestamp reconciliation prevents client speed-hacking and position desynchronization.
1
local function onReplicationPacket(player: Player, payload: PacketPayload)
2
if not StateValidator.verifyTimestamp(payload.tick) then return end
3
NetworkEvent:FireAllClientsExcept(player, payload.stateDelta)
4
end
// ENGINEERING WRITEUP & SPECIFICATION

Implementation Deep Dive.

Network Architecture

Built a clean client-server architecture in Luau utilizing custom RemoteEvent wrappers, client-side predictive movement, and server-side authoritative state validation for inventory and mechanical interactions.