Brandon Withington | XR Software Engineer

Massive Loop Bowling Club

ML Bowling Club is a fully synchronized multiplayer VR and Desktop bowling game. Built from the ground up for the Massive Loop platform, it features a custom master-client authoritative network architecture, complex game state management, and highly refined cross-platform physics.

Gameplay Showcase


Technical Breakdown

While a bowling game might seem straightforward, keeping physics, animations, and game states perfectly synchronized across multiple VR and Desktop clients requires rigorous network engineering and physics manipulation.

1. Advanced VR Throw Mechanics & Velocity Smoothing

Raw VR controller data is often jittery, which can result in unpredictable ball throws. To solve this, I engineered a custom throw-detection algorithm:

2. Deterministic Networked Physics

Allowing Unity’s default transform synchronization to handle a fast-moving bowling ball results in visual lag and desynchronization between clients.

3. Master-Client Authoritative Game State

Managing turn orders, scores, and frames for multiple drop-in/drop-out players requires a strict source of truth.

4. Dynamic UI & Interactive Components


Technologies Used

My Role