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Mythic Masters: friends walk the open world together, cheap by design, hill climb to 8/10, rounds 8+ (from #3695) #3696

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Description

@QuinnsCode

Score: 3.9/10 (target 8, on the owner's scale: agent judges halve their number, per the 2026-11-05 reset)

Carries the climb on from #3695 (round 7) and rounds 3 to 6 (#3690, #3684, #3679, #3674), all in PR #3676, and rounds 1 and 2 (#3670, #3663, PR #3669, merged); their score comments have the judges' tables.
The owner's brief (2026-11-05): make Mythic Masters' open world multiplayer, and make it awesome, performant and cheap. Today the whole game runs in the page on an assets-only Worker (apps/mythic-masters/rustybuns.config.ts); nothing online but eqosys sign-in (src/account.ts). The 77 × 51 km continent, its regions, trails, dens and hunts are in src/world/ and docs/WORLD-EXPANSION.md. The sibling climb for frame time is #3664.

What awesome means here

You see your friends walking the same land with their bound beasts beside them, you meet them at a den, a mythic you both chase is the same mythic, the Book heckles the party as one, and joining takes one code. Not an MMO: a party of up to six on one region at a time, like a hunting trip.

Goalpost: 8/10 from the owner

  1. Walk together. Through an eqosys party code (party in @rustybuns/util/eqosys, Qollab is the connecting layer, eqosys the account) friends land in the same region and see each other move, with their lead beast beside them, at a smooth 60 fps: interpolation and dead reckoning on the page, a low send rate (5 Hz or less, deltas, quantised positions), never a per-frame message.
  2. One world. Dens, wild food, flocks and the region's mythic are the same for everyone there: seeded by the room, not by each page, so a hunt one player starts the others can join; a fight is still the page's own sim, its result reported and checked for plausibility.
  3. Cheap by design, priced before it ships. One Durable Object per occupied region (never per player) using Sockets from @rustybuns/util/room with WebSocket hibernation, token-checked joins (@rustybuns/util/token), TokenBucket, RoomMintGate and originAllowed from @rustybuns/util/limits, no storage writes per tick (the room keeps state in memory, a save is the player's own page). A cost model in the repo (apps/mythic-masters/scripts/cost.ts) that runs the stress script, counts messages, wake time and storage ops, and prints a price per player-hour from Cloudflare's published Durable Object rates. Target: under $0.005 per player-hour at a full party, printed in every round's comment. No deploy by a worker: the owner runs bun run deploy after a plan (DEPLOYS=1 AGENTS=1 CHECKS=1).
  4. Honest offline. Alone, nothing changes: no socket, no cost, the save stays local. A dropped connection degrades to solo play and rejoins without losing the trip.
  5. Tested the way people play. One journey test through the running app (local() from test/app-kit.ts) with two pages in one room: both see each other, one leaves and rejoins, a hunt stays shared. A stress script (scripts/stress.ts) that runs six bots walking a region for a minute and prints messages per second and the price.

The loop

Each round is one PR against main that says "Part of #N". Shots and numbers: bun run probe mythic-masters with the mythicMasters handle, two headless pages in one room, frame time and bytes per second per player in the comment. A fresh judge scores the five points, halves it, and the comment starts Score: x/10 (target 8) and ends Next: ...; then open "rounds N+ (from #N)", close this one with "Moved up to #new". At the target, a MANUAL RUN: for the owner's own play with a friend. No Vectorize, no third-party realtime service, no new paid binding without an issue for the owner first.

Activity

  1. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 3.75/10 (target 8)

    Round 8, PR #3676 (seventh commit; green, mergeable). A fresh judge gave 7.5/10, halved to 3.75. Judges vary a quarter point either way; round 7's was 7.75.

    Point Judge Why
    Walk together 1.5/2 The lobby into the room, lead plus followers, 5 Hz deltas with interpolation and dead reckoning, and landing beside the friend already there (now covered by the two-page journey). But its frame time was 24.4 ms under load (16.7 ms here), and a stopping friend overshoots, then snaps back: m: 0 goes out about 400 ms after the stop.
    One world 1.5/2 Shared clock, picks, flushes, dens, hunts, checked fight reports, and the newcomer's seen. Missing: flocks that already landed somewhere new, busy dens for a newcomer, and a speed check on poses.
    Cheap by design 1.5/2 Hibernation and all the building blocks, no storage. One room per party honours the intent. Our model bills 10 s idle after every event, so it's a ceiling (Widget's handler-time note on #3674). No storage-op count, and no stress.ts (Widget's lane).
    Honest offline 2/2 No room, no socket. A drop walks you alone, and the rejoin keeps the trip and re-tells the den. The journey covers a server drop.
    Tested the way people play 1/2 The two-page journey passes, but it's off CI. It checks the hunt only before the drop, and never checks birds, bushes, dens or fight reports between the pages.

    Next: send m: 0 the moment you stop. Hand a newcomer the landed flocks and busy dens. Keep a den's report count across a reconnect. Extend the two-page journey to bushes and the hunt after the rejoin.

  2. QuinnsCode commented on Nov 5, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #3698

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