BW
OperationBrightwater
Command networkField Guide
Field guide Intelligence Fair play & how the battle runs

Same inputs, same battle — on any device

Fair play & how the battle runs

The battle runs on fixed timing and your device just watches. Wall-clock hiccups, frame rate, audio or whether your browser likes WebGL don't decide who lives.

At a glance

Who decides
The battle sim — movement, shooting, economy, AI; your device just draws it
How it stays synced
Everyone replays the same ordered commands on the same island with the same seed
Feel
Up to a few hundred units a second, well tested — retries and spikes are counted quietly
Works without WebGL?
You still get the unsupported message, but the battle can run headless for testing

Deterministic matches

Battles tick 20 times per second with a fixed command order so replays and hashes match. Multiplayer sends authoritative projections; clients never simulate hidden enemy orders.

Why replays line up

Every match is an island, a seed, and a list of orders. Change any and the replay diverges; keep them the same and replays match, which is why the test suite runs 800-tick mirrors and nine-match matrices. Tweaking a stat bumps those replays — intentionally, so balance can't drift silently.

What difficulty can't do

Difficulty is only allowed to change how often and how well the opponent thinks. It never makes a Maus tougher, a Berliet richer, a depot pay more, or a hidden sub more visible. Damage and vision are the same on Cadet and Veteran — the brain is just different.

Multiplayer and fair play

The server is the boss. Clients send bounded, rate-limited orders; the room validates ownership and sight before execution. Sockets never receive the opponent's hidden command journal. Per-team projections carry only owned or currently visible entities and their own integrity hash, while the complete canonical hash remains server telemetry.

Bumps and blocks you can trust

Hits are swept along their flight — the first clip hits, thin gaps matter, and overlapping bodies are flagged when they get too close. Land and water are strictly separate, with infantry garrison as the one blocking-tile exception. Speeds and overlaps are well tested and quietly counted for diagnostics.

Found a bug? Snapshot it

Dev tools (backtick) show live frame rate, tick, path failures, AI ideas and more; Export snaps config, tick, scores, units, shots and events. Send that snapshot and the team can replay exactly what you saw.