Architecture Overview
Server-authoritative game simulation, dual-channel communication (binary WebSocket for game state, SSE for alerts), the pluggable BreakpointGame trait, custom WebGL2 renderer with sprite batching, and the 9-crate workspace layout.
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Alert & Event Integration
Send events to the REST API (/api/v1/events), configure GitHub webhooks, set up the GitHub Actions polling adapter, and customize alert priority tiers. 24 event types with claimable alert support.
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Game Development
How the BreakpointGame trait works: implement tick(), handle_input(), and state() to create a new game. Feature-gated compilation keeps the WASM bundle lean. Games currently ship at 10–20 Hz tick rates.
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Deployment
Docker single-command and Compose production deployments. Server binary with TOML config and environment variable overrides. WebSocket relay for NAT traversal. TLS termination guidance for corporate networks on port 443.
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Full Design Document
The complete specification covering the product vision, all game designs, network protocol details, overlay system, CI/CD pipeline, and production hardening. The authoritative reference for the project.
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Server Configuration
TOML-based configuration (breakpoint.toml) with environment variable overrides. Room limits, tick rates, auth tokens, HMAC secrets, GitHub poller settings, and idle cleanup thresholds.
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