Roulette for Business to Business
Multiplayer Gaming Model & Software
Units define incoming user connections, i.e. observers, players, human dealers, AI.
Live dealers can connect to server and UI as separate unit controller of the dealer/wheel bot.
Our 4th Generation RLT allows definition of levels for user experience, custom grids and wheels, number of tables per game instance, number of min/max seats per table, dynamic min/max bets per table based on user level, throttled delay of wheel signals, and solid amount of units per instance.
Units define incoming user connections, i.e. observers, players, human dealers, AI.
Live dealers can connect to server and UI as separate unit controller of the dealer/wheel bot.

Game Options
We support Card Roulette or Wheel Simulator based results.
Wheel Simulators produce more eye-catching rendering based on physics, instead of basic spinning of the wheel and matching the generated random number in the UI. As part of the physics simulation data can be extracted and monitored by players, i.e. exact position of the wheel, exact initial place of the ball, force of acceleration applied to wheel, and power of rotation applied to the ball by the dealer bot. This mechanism can render predictable results on the long run by expert observers as it is in real or live casino wheel, because number sequences are visible and known. We recommend protection of the parameters using RNG jitter wave inserted at the beginning of the simulation and once during wheel/ball rotation to guarantee no intentional rigging and successful masking of the true physics.

- Card/Wheel servers can be extended and receive data remotely, including implementation of custom randomizers.
- Integrated common RNG and Roulette Grid Card Decks implementation.
- Results are emitted from the Deck Shuffler running on Seeded Randomizer based on Prime Numbers or Wheel/Ball simulation with basic implementation of physics.
- Ball states of the wheel can be stacked on the deck or simulator before emitting final result.
- Verification about rigged states will throw errors and notify the server.
Free spins of the wheel can be negotiated from the UI by players in order to skip some cards or an entire deck, anyway users cannot possibly know or guess any of the results, unless they know perfectly the server secret prime, seed and iteration in time, such data is usually encrypted on the server to disallow access and passwords regenerated in the memory. It is possible to achieve the mathematically accurate state of drawing the same number initially as many times as decks are shuffled, our common RNG based on Prime numbers produces equally unique randomness and a custom solution is required, or different primes researched.
The benefit of card based roulettes is the guarantee of drawing all numbers on the long run.
The benefit of card based roulettes is the guarantee of drawing all numbers on the long run.


- One Zero.
- ODD and EVEN on Roulette Wheel.
- No Split, (Double) Street, Corner/Square. Without [Adjacent, Consecutive, Neighbouring] numbers on grid.
- No First Four. No Basket. Without [Zero included] bets.
- Sectors clear of betting on the wheel neighbouring numbers.
- Rectangular Grid Only.
- Straight bet on Number pays out 1:35.
- Bet on Zero [0] pays out 1:35.
- RED and BLACK pays out 1:1.
- ODD and EVEN pays out 1:1.
- LOW (1-18) and HIGH (19-36) pays out 1:1.
- DOZEN [1-12, 13-24, 25-36] pays out 1:2.
- COLUMN [1st 34, 2nd 35, 3rd 36] pays out 1:2.
- Soft ODD on Wheel: Betting on BLACK, RED, ODD, LOW, HIGH, DOZEN, COLUMN or STRAIGHT on Odd Number pays out 1:1.
- Soft EVEN on Wheel: Betting on BLACK, RED, EVEN, LOW, HIGH, DOZEN, COLUMN or STRAIGHT on Even Number pays out 1:1.
- Strict ODD or EVEN on Wheel: Betting on STRAIGHT of Odd or Even Number pays out 1:1.
One to the divisor of 36 minus 1 is the multiplier formulation, sector count of the same type equals current divisor. Sectors are automated by the chosen wheel random configuration without zero types and name groups as grid betting automation is implemented and can be in the same grid table data appended.
Metropolitan Roulette extends RLT4B2B Software and is suitable for Live TV or Internet Channel Broadcasting.
Client UI implementation in Browser or Mobile APP. Live Broadcast connects to the streaming server while mobile app or browser connects to the roulette server and interacts with the application, betting grid and wheel number results.
API
Main endpoints and actions about seats, placing bets and tips, connection, additional game and table control, rounds methods, separate data details for each game or table interaction per seat, observers.
No betting rounds integer config. If a taken seat is not betting for the number of rounds, it will automatically leave seat by the server mech.
Request JSON Collection for testing automation.
In-core implementation of secured Roulette Server with additional set of terms.
No betting rounds integer config. If a taken seat is not betting for the number of rounds, it will automatically leave seat by the server mech.
Request JSON Collection for testing automation.
- Info: Long polling of message stack up to last info query in case of no websocket support, can include timer data and periodic table status rendering plus player balance.
- Game Info: Expands view of the game server, lists all tables and seats, additional game data.
- Table Status: Expands view per table of certain id, all player seats, dealer seat, all other table and meta data.
- Time Table: All clock time data per type in seconds including additional game, table and round timers.
- Game Result: Lists limited game results including current state.
- Balance: User account view.
- Timer: Current timer type and unique id, length in seconds and milliseconds left.
- Table Data: Table betting grid and grid payout, color map, converted number array. Wheel object with chosen sequence of grid numbers, all generated sectors and their payout per type, used divisors and wheel total of numbers.
All clocks in tact
Server-side rendering at 50 fps by default and also available in [10, 20, 25, 100, 200] fps. Long polling Promise-based configuration from 1 to 30 seconds by request using maximum of 1s intervals, total polling length timeout and InfoManager push events by uid to listen to. Info messages deliver just in time the table status with the info array greater than zero, waiting between similar timer types and differences based on timer unique id to verify and fix front-end clocks.
Client-side synchronization of setInterval, setTimeout and frames per second on server application data. Maximum and current fps measurement each second by game info json view.
Visualization of timer clock by current seconds on certain time length and countdown in ms left from total clock length minus milliseconds since timer start with single decimal dot fix in addition to math floor divided by 1000 conversion frequency.
Frontend use of requestAnimationFrame(onFrame) to sync monitor Hz with setInterval(onFrame, 1000/fps) and Backend real-time server in sync to high fps of 100 or 200 Hz. Suitable for scripted animations using transition tween. State management of received json data in html user interface by changed or short-listed optimized data applied to render.
Server-side rendering at 50 fps by default and also available in [10, 20, 25, 100, 200] fps. Long polling Promise-based configuration from 1 to 30 seconds by request using maximum of 1s intervals, total polling length timeout and InfoManager push events by uid to listen to. Info messages deliver just in time the table status with the info array greater than zero, waiting between similar timer types and differences based on timer unique id to verify and fix front-end clocks.
Client-side synchronization of setInterval, setTimeout and frames per second on server application data. Maximum and current fps measurement each second by game info json view.
Visualization of timer clock by current seconds on certain time length and countdown in ms left from total clock length minus milliseconds since timer start with single decimal dot fix in addition to math floor divided by 1000 conversion frequency.
Frontend use of requestAnimationFrame(onFrame) to sync monitor Hz with setInterval(onFrame, 1000/fps) and Backend real-time server in sync to high fps of 100 or 200 Hz. Suitable for scripted animations using transition tween. State management of received json data in html user interface by changed or short-listed optimized data applied to render.
Crypto Game Rounds based on Blockchain hashing algorithm lock current table state with bets, seats, players, ids, and previous round hash/id. History can not be changed. Game Instance forms Merkle Tree from all game round blocks and maintains the top hash. We use native cryptography integrated inside Node.js server.
Current Hash Calculation
ORM Database API includes Filesystem implementation based on JSON structure as part of the Node.js game module, usable for temporary data, cookies, player/table/round states. Data support of compression or consolidation for transfer.
The ORM API can be extended to work with MongoDB or SQL.
Current Hash Calculation
Creation of the Hash Block on each round using multiline string array by adding current round id, index, locking hash timestamp on end round and processing all results, previous id and previous hash.
Import crypto node module, create hash of the block using sha256, choose base64 to encode or extend with different algorithm to encrypt the multiline with the converted into json data results and objects, update to utf8 and digest to hex output, concat all tables at the time of stamping the hash block also add table round seats, players and bets details.
Finalize the hash block and multiline with a secret equal in the block footer data field. The Game Round Results expose public the lock on resource for UI rendering, while keeping hidden the hash block itself and maintaining the filesystem database of all blocks.
Blocks without generated secret and hash timestamp are produced exactly the same if the game rounds are also exactly the same using our seeded randomizer to test results, automate decision-making of players and dealer by the Automaton™ Async Mech Technology and to generate input and output card decks in a sequence per table.
Import crypto node module, create hash of the block using sha256, choose base64 to encode or extend with different algorithm to encrypt the multiline with the converted into json data results and objects, update to utf8 and digest to hex output, concat all tables at the time of stamping the hash block also add table round seats, players and bets details.
Finalize the hash block and multiline with a secret equal in the block footer data field. The Game Round Results expose public the lock on resource for UI rendering, while keeping hidden the hash block itself and maintaining the filesystem database of all blocks.
Blocks without generated secret and hash timestamp are produced exactly the same if the game rounds are also exactly the same using our seeded randomizer to test results, automate decision-making of players and dealer by the Automaton™ Async Mech Technology and to generate input and output card decks in a sequence per table.
ORM Database API includes Filesystem implementation based on JSON structure as part of the Node.js game module, usable for temporary data, cookies, player/table/round states. Data support of compression or consolidation for transfer.
The ORM API can be extended to work with MongoDB or SQL.
Automated Industrial Design™ included by default in our Factory Mode for testing:
- frontend auto game response based on parameters, needs and current maximums reached
- auto open more game tables up to 10, each roulette table instance operates autonomously without conflicting the rest of game tables
- automatically build user interfaces based on server configuration of game info, table status and additional data, time table, currently betting users observation table, user selected preview list by importance from all data tables
- user and game table initial balance, selector of bet including zero betting
- grid and wheel colorful rendering for betting plus the circular sequence, display of requested and accepted possible bets based on balance and highlight the game table grid and wheel numbers including winning number
- sectors and table integration, rotation and orientation
- all types of bets enumerated in a colorful table list by name/type/numbers/multiplier to bet on separately with factory reset functionality next to each and global total
- game round results with hash block data and public data including current start round timeline
- preconfigured waiting of wheel rotation and number gambling for remote input case before ending the round and displaying results
- complete list of matching numbers and their name/type from the betting grid and winning balance in each player result
- negative balance of tables, balance can be decimal with single dot precision
- the complete betting grid enumerated: 1 zero, 36 straight, 1 red, 1 black, 1 odd, 1 even, 2 half, 3 column, 3 dozen, 1 basket, 33+24 row or split, 30+12 street, 21+11 line, 22 corner or square, 36 sector
- betting grid defaults to beginning location of numbers and column orientation: row, split, street, line
- configure betting with integers only, multipliers with single decimal allowed, collection of bet and multiplied win as decimal stacks to whole number, use math floor in the benefit of the table
- default typing and naming of group bets, customization and changing reserved words for clarification in terms of horizontal or vertical grid observation, count and direction of groups and their name/type
- extending default roulette grid and wheel by new matrix design, shifting sectors, changing multipliers, use of single decimal dot by enabler divisor in [5=1:6.2, 8=1:3.5, 10=1:2.6, 15=1:1.4], implementing new grouping types, adding product labels
- programmatic output in colorful terminal of each design for backend development preview and visibility, table logs
- html parser and cache automaton, update cache on each html template file save, execute scripts by name during html structure compilation, use list dir server component to load assets
- long polling ajax api, syncing of timers using request/response framework in the event of losing browser tab focus, check Roulette API
- multiplayer enabled allowing testing by several browser tabs
In-core implementation of secured Roulette Server with additional set of terms.
Pools of Reflection
The experience gained is increased by 25-200% for each activated term on round and win.
Bonus pool is depleted by all players on the table and might expand the user level more than once.
Leaving the table for 3 rounds loses the effect on account for the table.
Bonus pool is depleted by all players on the table and might expand the user level more than once.
Leaving the table for 3 rounds loses the effect on account for the table.
Chip skins per game or client account create various user experience. Chips can be customized from the Admin Module, new skins unlocked based on user level.
View Chips in Blackjack ModulePrice Options
- Core Game Module:
HTML/CSS Server Templates, NodeJS servers [Basic, Card, Game, Roulette], API [Auth, Game, Roulette] - Browser JS/HTML/CSS Application:
API [Auth, Game, Roulette], Test API frontend/backend - Browser Rendering:
HTML/CSS/CANVAS2D/WEBGL Rendering support, 3rd Party Bridge Component as Rendering API - Admin Module:
HTML/CSS/NodeJS/PHP - Payment Module:
Input/Output with History, Basic Account - Auth Profile Module:
Auth API Front/Back-end in HTML/CSS/JS - Support Module:
Backend Office with Tickets, Forms and Tasks
Gambling License type of installation using our verified software.
Instant Package: 10 000 euro
New Development
Build new Roulette software with game server, game client, admin backend/frontend, database.
We can produce it new using your framework of choice.
Request Popular games based on the same Roulette Software: American, European, Custom, Metropolitan.
Use Technology: TypeScript, JavaScript, PHP, Node, SQL, HTML/CSS
Average Price: 50K euro
Technology: HTML PHP SQL Node JavaScript TypeScript Canvas
Platform: Web, Browser, Server, Desktop, Mobile
Updated: September 2025
Game Latest: v4.11.1
Platform: Web, Browser, Server, Desktop, Mobile
Updated: September 2025
Game Latest: v4.11.1
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Wiki Casino.
Media Casino.
Read about legality.
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Contact us.