After implementing the Web streams spec multiple times across different runtimes and seeing the pain points firsthand, I decided it was time to explore what a better, alternative streaming API could look like if designed from first principles today.
The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.
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Within weeks of publicly announcing their next stage production, Murray contacted the company.
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