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HoboQuest

Browser MMORPG on a custom-built engine with Source-style lag compensation — no downloads, open a tab and play.

RoleFounder / Engine & Gameplay Engineer
Year2023–Present
StackJavaScript · Node.js · WebSockets · Canvas API · Express · isomorphic compiler · lag compensation · Canvas 2D physics
HoboQuest

A persistent browser MMORPG built on a custom engine — no Unity, no Godot. Physics, collision, and the multiplayer protocol were all written from scratch.

Isomorphic engine. All game logic lives in one shared file; a custom compiler emits both the server and client builds, so the exact same physics and world-state code runs on both sides — desyncs are prevented by design.

Source Engine-style netcode. Client-side prediction with server reconciliation (the Counter-Strike approach): movement and combat feel instant while the server stays authoritative.

Four live worlds. An orchestrator runs four game instances with distinct rulesets — a PvP building world, a safe social hub, a farming island, and a ship minigame.

Custom rendering & physics. Canvas 2D renderer with full SAT collision detection (polygon/circle, frame-accurate hits) — no third-party physics library.

Full survival loop. Building, combat (melee, ranged, NPC AI), persistent skills, crafting, banking, fast travel — plus an in-game scratch-card and slots casino with server-validated state.

Play anywhere. Desktop WASD + mouse, mobile touch overlay, and gamepad support. Embedded live in HoboStreamer, so viewers watch and play in the same session.