๐ŸŽฎ GameWork

Live Demos

The same library, four ways to wire a session. Pick a connectivity and play.

Two-player peer-to-peer

Mesh, replicated. Both devices hold the same board and take turns writing moves. Losing the host would still leave a working connection โ€” there is only one.

N-player peer-to-peer

Mesh, authoritative. Every phone holds a channel to every other phone. The host deals in private โ€” the odd one out is never sent the word.

Hub and spoke

Star, authoritative. Joiners dial only the host. Hole cards are a routing fact: each seat reads hand:{self} and nothing else private.

One room, one hub

Star, authoritative, and never locked. Phones join all evening; the tally goes to whoever holds the asking seat and to nobody else, so nothing can bandwagon.

Real-time

Mesh, authoritative โ€” not for secrecy, for physics. Two devices simulating one bouncing ball drift apart within seconds. Paddle and ball ride an unreliable channel at 30Hz.

About GameWork

Multiplayer sessions over WebRTC โ€” no game server, no game logic off the players' devices

Mesh or star connectivity; replicated, arbitrated or authoritative reduction

Signaling introduces peers, then gets out of the way

TypeScript, with the published package separate from these demos

More games

Party games, puzzle boxes, and other experiments live on my portfolio.

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