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Lukas Klingsbo đź’™

SDK Engineer
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Lukas is responsible for the Flutter SDK at Supabase.
He's also a Flutter & Dart GDE and a member of the Blue Fire open source collective, which are most known for the Flame game engine. On his free time Lukas enjoys building keyboards, playing the handpan, climbing and of course; developing Flame.

Building a Real-Time Multiplayer Space Game with Flame and Supabase

Building real-time multiplayer games traditionally meant setting up dedicated game servers, orchestrating complex WebSocket states, and dealing with massive infrastructure overhead. But what if you could manage a global game loop using only Flutter and serverless primitives?

Led by a core maintainer of Flame and a Supabase SDK engineer, this hands-on workshop walks you through building a fast-paced multiplayer space shooter from scratch. We’ll skip the backend infrastructure headaches and leverage Supabase Realtime to power our netcode. You will learn how to initialize a high-performance 2D canvas with the Flame engine, bind player inputs to ship physics, and synchronize positions at 60 FPS across clients using Supabase Broadcast events. Furthermore, we’ll use Supabase Presence to build dynamic game lobbies and handle abrupt player disconnections cleanly. Stop dreaming about your multiplayer game idea and come build it, run it locally, and deploy it globally in a single session.

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