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Padel

A padel sports game with real shot physics, ragdoll reactions and online multiplayer. Currently in a playable alpha with friends and a long list of things still wrong with the serve.

Padel started as a question I could not let go of: why does no game get the ball right?

Padel is a game about walls. The ball comes off the glass, and the whole rally reorganises around where it will land. Most sports games treat that as a bounce with a coefficient of restitution and move on. It is not. Spin survives the wall, the surface has a grain, and the angle you get out is a function of how much the ball was already rotating when it went in.

The shot model

Every shot is described by contact point, racket face angle, swing path and swing speed. The game derives spin and launch from those four rather than choosing a shot type from a menu. That means a slice is not a button. It is what happens when the face is open and the path goes down across the ball.

The result is a game where two players who both understand padel can have an argument about a point, and the game will side with one of them for a reason you can name.

Netcode

The multiplayer runs on Netcode for GameObjects over Unity Relay, host authoritative. The ball is simulated on the host and reconciled on clients, with input prediction on the racket so a swing feels immediate at 60 ms of latency.

The honest state of it: rallies hold up well, and the moment where it still breaks is a smash returned off the back glass, where the reconciliation window and the wall contact land in the same frame. That is the current bug list, in order.

Where it is going

The alpha runs as a Windows build and I play it with friends most weeks. A browser version is planned, starting with a single player practice mode. The multiplayer transport is UDP, which browsers do not allow, so the web build needs a WebSocket transport before online play can follow it there.