Pong

This page is a short honest summary of what it is and the key decisions, not a full case study. Source status: write-up only: the code stays private; this page is the public artifact. Withheld: The repository and its Pages deploy went private in August 2026 when a security pass tightened repository visibility across the workspace. Nothing in it is sensitive; the design stands and this write-up is the public artifact.

A browser Pong clone with real peer-to-peer multiplayer over an unreliable WebRTC data channel: no game server once the match starts.

web

A Pong clone built around one constraint: once two players connect, no server is in the loop. WebRTC data channels carry state unreliably and out of order (UDP-like), with a fixed timestep loop and host-authority networking to keep physics deterministic despite that. Cloudflare Workers + Durable Objects handle matchmaking before the match starts, then get out of the way. Falls back to a single-player mode against an AI opponent when no second player shows up.

The real work was making a real-time game feel solid on a transport designed to drop and reorder packets. The host-authority model and reconnection handling do the actual work of hiding that.

The public deploy came down in August 2026 when the repo went private; the game still runs from a local build.


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