TRUCK UP: CATCH ME IF YOU CAN / 2024—2025

Truck Up: Catch Me If You Can

Town defense action with armed vehicles or creating city chaos with zombie hordes in a post-apocalyptic world.

Truck Up: Catch Me If You Can In-Game Action Scene
ROLE Gameplay Lead · Multiplayer Engineer
STATUS Steam Live / In Production
PLATFORM PC (Steam) · Co-op / PvP
02 — Problem & Approach

In multiplayer vehicle simulations, fun is born from the fluidity of network synchronization.

In Truck Up: Catch Me If You Can, players meet in two opposing roles: defenders protecting their towns from zombie swarms with heavy armed vehicles in a post-apocalyptic world, or attackers summoning zombie armies to unleash chaos across cities.

Synchronizing this asymmetrical structure and physics-based vehicle simulations lag-free in a multiplayer network environment is a significant technical challenge. Vehicle physics, bullet casings, and zombie swarms are validated at high frequency server-side.

03 — Physics & Network Synchronization
Vehicle Physics and Suspension Synchronization

Chaos Vehicle & Weaponry

I developed heavy vehicle suspensions, off-road traction, and vehicle-mounted heavy weapons in C++ by customizing Unreal Engine 5 Chaos Vehicles.

Co-op Gameplay Scene

Real-Time Asymmetrical Co-op / PvP

By building a server-authoritative network architecture, I minimized physics collisions and latency during simultaneous action.

04 — Mechanics & What I Learned
01 — MECHANIC

Network Replication

Vehicle position, velocity, and acceleration data were compressed using quantization algorithms, reducing server-client bandwidth by 40%.

02 — ARCHITECTURE

Client Prediction

Prediction algorithms were implemented to process player input locally during high ping scenarios and correct seamlessly upon server reconciliation.

03 — AI ARCHITECTURE

Zombie Swarm AI

Mass AI systems were designed to route hundreds of zombie actors on the server without performance degradation.

04 — MULTIPLAYER

Physics Data Never Trusts the Client

I learned that client-side physics calculations lead to cheating and desync; server-validated deterministic physics loops are mandatory.

05 — PERFORMANCE

Every Network Packet Means Budget

I experienced that every unnecessary RPC call creates network bottlenecks; packing data and sending delta updates is vital.

06 — BALANCING

Chaos Must Be Managed in Asymmetrical Games

I observed that power balance between vehicle defenders and zombie commanders requires continuous testing with fine mathematical tuning.

05 — Game Gallery (Steam)
06 — Results
4+ Players
Asymmetrical Co-op / PvP
60 FPS
Seamless Physics Loop
Steam
Official Store Page Live
-40%
Network Packet Optimization Rate
/ Previous Project Barzakh: Star Gardener
/ Next Project Kuran23