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Why hand-rolled WebSocket sync breaks in production

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

Why hand-rolled WebSocket sync breaks in production

A single-player game mutates state in its own loop. Making it multiplayer means someone becomes the authority, everyone else predicts, and the two have to be reconciled every frame. That reconciliation — not the WebSocket — is the hard part, and it’s the part agents reliably get wrong when hand-rolling.

This is a placeholder post to exercise the blog pipeline. Real canon content comes with the GTM work.