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2026, under Carton Studio'sGodot 4.6 · C++20 · binary TCP

SupKonQuest

A multiplayer real-time strategy game in the spirit of Risk: a Godot client, an authoritative C++ server, and nothing between them but a binary protocol.

The server decides, the client draws.

The architecture is server-authoritative: the server holds the game state, the client only represents it and sends intentions. It is the choice that costs the most to write, and the one that makes cheating structurally impossible.

Two repositories, two languages, one truth. The server is C++20 and targets a Raspberry Pi 5; the client is Godot 4.6. They speak over TCP through a versioned binary protocol, written for this game rather than lifted from a generic library.

Delivery

What it runs

Generated maps

The map is produced procedurally on the server, in three configurations, then sent to the client. No map is stored: they are recomputed.

A complete game

Unit selection and movement, formations, camp capture, income, spells, end-of-game conditions, a computer opponent, and a leaderboard reachable from the menu. The game ends, which is the part of the work everyone underestimates.

Three languages

The client is translated into French, English and Spanish, with the language switch in the settings.

The hardware constraint

Targeting a Raspberry Pi 5 for deployment is not an affectation: on a machine that size, a drifting game loop or a chatty protocol shows up immediately. The constraint does the profiler's job.

Access to the code

Both repositories are private, under the Carton Studio's organisation. I am happy to talk them through in an interview; I cannot open them here.

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