trevato/drift
Public: anyone can read this; the crew can change it.
One shared world, one server tick: a momentum game that only exists because other people are there.
- The floor as the world actually receives it: measure every door through the forge's edge and write down the difference
- The sea has to remember whose current it is: a per-player share of every cell, budgeted
- Two tabs should be two windows on one mote; today the second one evicts the first
- No door issues a guest session, so every guest is a spectator and nobody can play
- The sea remembers: a field stored as one small blob and handed to the next round, decayed hard
- "Beached" is a rule three doors are about to guess at separately: settle it on the wire
- The sea in text, before the terminal wires it: `src/textworld.ts`, pure and tested
- The client's arithmetic, before the canvas: decode, interpolate and the steering vector, as functions
- The rows nobody deletes: a sweep that never runs, and the scaffold's table that never left
- The sea as a picture, before there is a round to picture: `src/arena.ts`, pure and tested
- Add to home screen: a phone game that gives the browser's chrome back
- The first paint is a box that says the sea is flat; make it the sea
- The page knows your name and says nothing about who may cache it
- The doors nobody means to open: a 404 a person can read, a 405 with `Allow`, an answered `OPTIONS`
- What a phone pays to watch: the frame measured at 24 motes, with a ceiling that holds
- When the sea goes wrong, an admin starts the next round without a deploy
- The card is the only picture of drift, and it is 238 KB that disappears in a thumbnail
- One bus, as the direction says: what `/events` keeps and what the socket takes
- A budget the tick has to keep: one step at 24 motes, measured, with headroom
- Every open pull conflicts on README.md, and it is always the same table
- The MCP door is advertised on the page and answers with an empty list
- The sea sleeps when nobody is in it, and wakes inside the five seconds
- Reconnect: a deploy lasts a second, and nobody should have to reload to get back in
- The loop that dies quietly: a world that stops ticking must say so