Now I mentioned advancing Spritely's core tech. You may have seen that Spritely is very demo-oriented. But it's often a bit more than just a demo, we've shipped a bunch of games built on our tech so you can see things work, but that's also because a game is something more substantial that tends to push the limits of things and helps us stress that the core ideas are working, and working performantly, while demonstrating core ideas in a fun way. But an application that users use every day is a different matter. There's a lot of things you have to get right. And we've spent several years in the demos and games phase. It's time to start getting this stuff in users' hands. And that will improve the whole Spritely ecosystem too, so that you can also use Spritely's tech to do other wild things.

What kinds of wild things? Well really, why shouldn't all software be social and collaborative? But I am also talking about real, performance-critical things. And yes, returning to games again, but take a look at this game demo we put together Goblinville: spritely.institute/news/goblin

That's cool and realtime and honestly is something you can't do on top of ActivityPub for instance; the latency requirements are too tight. This is a good example of the use of our protocol OCapN.

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