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 frame the round publishes: `src/frame.ts`, a world in and 4 KB out
- `main` fails its own check, and it parked an issue that never touched the code
- A guest gets a new seat every time they open a socket: `seatOf` still mints a random key
- The round, as state and one `tick`: no timer, no database, no socket in it
- What the sea looks like, decided once: three doors are about to draw the same world three ways
- A seat in the sea: decide what one is, before `join` invents it
- The shared danger has no teeth: decide what the rim costs, in the record and in the world
- Credit, decided before it is coded: what a round pays for, and to whom
- The link you send a friend: a shared world is shared by pasting a URL
- Socket: the connection, its rules and its limits, before any frame goes through it
- The check typechecks: `bun test` runs TypeScript, it does not verify it
- The floor on every door, including the ones that stream
- Protocol: one wire format for frames and steering, written once
- Page: retire the notes scaffold and stand up the arena shell
- Data: a player, a guest session, a round and a score
- World: motes, momentum, and a current field only other players write
- Concept: Commons — one pool of thrust, and braking is what refills it
- Concept: Tether — you are each other's only engine
- Concept: Wake — the only terrain is the paths other people leave (chosen)
new above
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