Tech & Engineering
How the game works under the hood — physics, ghosts, netcode.
Ghost-Style Multiplayer: Racing 8 Players With No Collisions
Browser multiplayer racing netcode without collisions — a Colyseus relay, 15 Hz transforms, 150 ms interpolation delay, and what the trade actually costs.
Read the dispatch LOG · September 6, 2026Tech & EngineeringA Per-Wheel Tire Model in JavaScript, Running at 480 Hz
How a car physics simulation in JavaScript grew from a steering multiplier into four load-sensitive tire contacts solved at 480 Hz.
Read the dispatch LOG · September 6, 2026Tech & EngineeringHow I Built a 3D Mars Rally Game With AI Coding Agents
What it actually takes to build a game with AI coding agents — 291 commits, 54 agent-branch PRs, the guardrails that held, and the things that went wrong.
Read the dispatch LOG · September 6, 2026Tech & EngineeringSimulating Vehicle Damage in a Browser Game Without Killing the Frame Rate
A vehicle damage simulation a game can afford in a browser tab: four HP pools, an energy-based impact curve, and damage wired into handling.
Read the dispatch LOG · September 6, 2026Tech & EngineeringBuilding a 3D Rally Game in Three.js With No Build Step
How I ship a Three.js racing game with no bundler — import maps, a vendored engine, shared mutable state, and the cache headers that make it work.
Read the dispatch LOG · August 9, 2026Tech & EngineeringGhost Racing, Explained: Replays You Can Trust and Race
How ghost racing works in Mars Rally Championship: deterministic physics, honest 30 fps replays, rival ladders, and challenge links that share your exact run.
Read the dispatch LOG · August 9, 2026Tech & EngineeringHow 3.72 m/s² Gravity Changes Rally Driving
Mars pulls at 3.72 m/s² — 38% of Earth's gravity. What that one number does to braking, cornering, jumps, and downforce in a physics-first rally game.
Read the dispatch LOG · July 10, 2026Tech & EngineeringBit-Exact Ghosts: Why Deterministic Physics Matter
How fixed substeps, seeded terrain, and recorded inputs make Mars Rally Championship's ghost replays bit-exact — and why most games can't do it.
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