3D frontend development · Realtime backend · Game interactions · 2025
ZEDrift
A browser-based 3D driving game with procedural city generation and realtime multiplayer state.
Game project · Private source

The problem
A multiplayer driving game must connect a responsive local scene with shared player state and understandable controls. I built ZEDrift around a browser-rendered city, drift and boost interactions, and a Node.js server that coordinates the connected players.
Rendering and interaction
React, TypeScript and Three.js form the browser client. Separate modules handle procedural city generation, driving and drift physics, gravity and tire marks. The interface combines a game HUD, player list, chat, minimap and connection states around the rendered scene.
Realtime backend
An Express and Socket.IO server manages gameplay connections and multiplayer events. PostgreSQL and Prisma support account data, with JWT and Google OAuth authentication. Client and server applications have their own container and Fly.io configuration.
Project scope
The source separates rendering and game physics from server-side account and connection handling. The cover is a city map asset used by the project; it shows the spatial setting behind the driving experience.
Project visuals
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