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Real-Time Cricket Simulation

Ultra Cricket

Ultra Cricket is a real-time cricket simulation built in Unreal Engine, integrated with a backend-driven match system and delivered through Pixel Streaming. The Unreal layer acts as the real-time execution and presentation layer, translating server-defined match events into dynamic gameplay.

Unreal Engine 5 Real-Time Simulation Backend Integration Pixel Streaming

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MAIN GAMEPLAY
01

The Simulation

The match engine determines the outcome of each delivery and communicates it to Unreal Engine as structured JSON data. Unreal receives and deserializes this data into gameplay structures, then uses the resulting event to drive the appropriate sequence of gameplay systems.

Rather than relying on a fixed animation for every possible outcome, the simulation coordinates character animation, player movement, ball and bat interactions, physics, fielding behaviour, cameras, and match flow to produce the delivery in real time.

The outcome is predetermined. The simulation is not.

02

Technical Breakdown

I

From Data to Gameplay

Each delivery begins as an event received from the backend. The Unreal integration parses the incoming JSON and maps its values into the corresponding Unreal data structures and gameplay systems. This allows the simulation to remain synchronized with the underlying match state while keeping the visual execution inside Unreal.

Once an event is interpreted, the appropriate gameplay sequence is constructed dynamically. Player actions, animation states, ball behaviour, and subsequent match events are coordinated based on the received outcome rather than being selected as a single pre-rendered sequence.

FOOTAGE COMING SOON

Backend → Unreal / technical demonstration

II

Real-Time Simulation

FOOTAGE COMING SOON

Dynamic simulation / technical showcase

The Unreal Engine implementation covers the complete simulation layer of Ultra Cricket. Gameplay logic coordinates the delivery lifecycle while animation systems drive player actions and transitions. Physics systems handle the ball and its interactions, while player and fielding behaviour respond to the evolving state of the delivery.

These systems operate together rather than as isolated sequences, allowing a single backend-defined outcome to be expressed through a responsive chain of gameplay events. The result is a continuous real-time simulation that can reproduce different match situations while maintaining the intended outcome.

III

Built for Real-Time Delivery

Once the Unreal simulation is running, the experience is delivered through Pixel Streaming. Instead of packaging the simulation as a local application, the Unreal instance runs remotely and streams the rendered experience to the browser.

This creates a direct pipeline between the match system, the Unreal simulation, and the end-user experience: server-driven match data is processed by Unreal, the resulting simulation is rendered in real time, and the output is streamed back to the browser.

Unreal Engine → Pixel Streaming → Browser

FOOTAGE COMING SOON

Pixel Streaming

03

Our Role

Unreal Engine — End-to-End Implementation

Our team was responsible for the complete Unreal Engine implementation of Ultra Cricket, covering the real-time simulation and its integration with the wider system. This included backend communication and data handling, data-driven gameplay, physics, character animation, player and fielding behaviour, match flow, camera and presentation systems, and Pixel Streaming.

The Unreal side connects the abstract match outcome to the final visual experience, ensuring that each server-defined event is translated into a coherent, real-time cricket simulation.

EngineUnreal Engine 5
LanguagesC++ / Blueprints
SystemsReal-Time Physics, Character Animation
IntegrationData-Driven Gameplay, JSON / Backend Integration
DeliveryPixel Streaming

Interested in a project like this?

Get in touch to talk about real-time simulation, backend-driven gameplay, or Pixel Streaming delivery for your project.