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The sort of work I pass through this system, it's mostly library work for multiplayer games.

For example, my work on schema, my protobufs/flatbuffers language replacement for multiplayer games, parallelizes very nicely across 15 languages on the sprint system. https://github.com/mas-bandwidth/schema.

See roadmap here: https://github.com/mas-bandwidth/schema/blob/main/ROADMAP.md

Very difficult to coordinate this amount of work in || without some sort of structured work system.

Even more AI coding work here if you are curious: https://patreon.com/masbandwidth

Interesting. Are you also targeting WebTransport for both reliable and unreliable transport?
Live view of sprint system as I work tonight: http://37.27.135.206
Thank you. Moo looks really cool.

I did some prototype games, one thing that worked really well for me was having a deterministic replay system where the agents could drive the gamestate via recorded inputs. Kept me from having to do any playtesting or debugging in the main agentic loop.

You'll like this too then

https://github.com/mas-bandwidth/fixed3d -- port of box3d to fixed point :)

https://github.com/mas-bandwidth/fixed -- fixed point math library

Cool! I’d forgotten until now, but I had that exact idea back in the stone age, 10 or 15 years ago, and started working on it but got bogged down. It was clearly feasible but a huge amount of work, too much to justify the cost. So it’s a perfect job for coding agents now. Nice one!

I do you think now need to watch out for the opposite problem. These things become so easy to build that the temptation is just to go ahead and build. But unless you really do need them, all that new code just goes to waste. The cost to produce has become very low, but sometimes the value can end up being negative.