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Notes on real-time multiplayer, netcode, and building for AI-built games.

September 17, 2026

One Shot, Three Different Pasts: How Lag Compensation Works

Why the shooter, the server, and the target disagree about a hit—and how historical hitboxes, interpolation, and bounded rewind help resolve it.

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September 13, 2026

Inside Plankton: a small game with a shared world

How Plankton uses irt.io rooms, spatial visibility, server authority, and local prediction to turn a canvas full of blobs into a multiplayer game.

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September 11, 2026

Your game works. Nobody is playing it.

What flopped launches, platform data, and developer post-mortems teach us about finding players before and after you ship.

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September 11, 2026

Your Netcode Works. Then Someone Unplugs Their Router.

Cheaters, disconnections, lag, and player trust: why multiplayer netcode needs prediction, interpolation, bounded rewind, and replays you can inspect.

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August 23, 2026

Why hand-rolled WebSocket sync breaks in production

The netcode layer is years of work. Here's the short version of why.

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