Blog
Notes on real-time multiplayer, netcode, and building for AI-built games.
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.
Read articleInside 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.
Read articleYour 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.
Read articleYour 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.
Read articleWhy 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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