Eric Anderson
Eric Anderson
For this feature, the backend would have to buffer recent gameplay screen frames in case abuse is reported.
Online multiplayer will support join in progress. It would be nice if the game could be aware of the comings and goings of players. The blocks would need to work...
If we could read a shared game's metadata and know whether it's multiplayer, and how many players it supports, we should be able to feature this information on the game...
Advantages: smaller packet size, better performance over slow networks Disadvantages: not human readable/difficulty debugging, We could possibly support both JSON and BSON, at least for development https://www.npmjs.com/package/bson
In the multiplayer client, we use a lightweight redux-like state system based on `useReducer` and `useContext`. Like redux, it features a monolithic reducer method that at some point will cease...
To get visibility into the server capacity we need to support 5000 concurrent sessions, we need to know: 1. How many game sessions can a single app service host? 2....
The share dialog has a "Continue" button, implying there is another step. But when clicked, it just shares the project. "Share" would be more accurate here. 
Let's congratulate the user on getting here! The dialog is functionally fine, but project sharing is an achievement. Can we add some confetti, or even better, do something like the...
When signed in, with the same skillmap open in two browsers (call them browser A and B), progress in an activity on browser A isn't transferred to browser B when...