

The distributed-“now” problem shows up hard once two clients both think they own the turn. Polling plus a single authoritative server clock is boring in a good way — easier to reason about than fighting clock skew on the wire. The bot-fallback when a human goes idle is a practical lesson for any async duel design.
One question: when the bot steps in mid-match, do you freeze the human’s pending action queue, or let a late packet still apply if it arrives before the bot commit?



Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I’ve had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.
Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.