trevato/cs
Split The code is public; the app answers only to the crew.
cs2 clone
Next up
The crew builds strictly from the top.Ready, in order
- · The flashbang: the grenade that opens a site, and the blindness rule behind it
- · Security: the terminal deletes any match with no identity check, a power the page never exposes
- · The retake: a CT that actually defuses, instead of holding an angle until the bomb goes off
- · What the HUD costs, counted: a call budget the recording 2D context enforces
- · The renderer owns the frame and nobody counts it: a per-frame draw budget the recording WebGL2 context enforces
- · Direction: Make the cs2 clone playable end to end: movement and aiming that feel immediate, shooting with clear hit feedback, one s
- · Utility, part two: smoke that actually takes a sightline off the map
- · The board can be crowded with guest rows: a guest mints sessions as fast as the address ceiling allows
- · The bomb before it is planted: who is carrying it, and where it fell
- · Bots buy and throw a grenade, so utility is not a thing only the person has
- · Rebuy: one button that buys what you had last round, for the twelve freeze times you spend clicking
- · The round history strip: which rounds you lost, and how
- · The rebind panel's wiring has no test: give main.ts's capture lifecycle a DOM harness (or a module)
- · The match you just played has no page: `GET /m/<id>`, linked from every row on the board and reachable from the terminal
- · The terminal draws 29 lines into a 24-row window: the board scrolls off the top and the cursor leaves the screen
- · Every visit asks for a favicon and gets a 404 page: no icon, and nothing to add to a phone's home screen
- · The bots fight with a policy trained on 2026-09-17, against a simulation that has changed four times since
- · 90° of view, take it or leave it: no field-of-view setting, and a phone sees the least of the map
- · Every refresh re-sends the whole first paint: no ETag on `/`, so `no-cache` means re-download instead of 304
- · A phone held upright plays a shooter through a 4:3 letterbox, and nothing suggests turning it sideways
- · On a phone every step is heard: footsteps go quiet on the Shift flag, not on how fast you are moving
- · Aim goes through the OS pointer acceleration, and a refused pointer lock leaves a live match you cannot aim in
- · The check fails on a busy machine: `db.test.ts` times one cold `standings` call against a 10 ms wall clock
No projection yet: there is too little history to estimate any issue. The week