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coherence
A multiplayer engine for games — seven years of making networked worlds feel like single-player.

Multiplayer is where game development goes to get humbled: every elegant single-player idea meets latency, authority, and the physics of other people. coherence’s bet was that most of that pain is infrastructural and repeatable — so it should be an engine, not a per-game heroic effort.
I spent seven years in Malmö helping build it. The lessons about state, time, and distributed truth followed me directly into Stratis; in hindsight the engine was my first spatiotemporal database, wearing a game’s clothing.
Cover image is a stand-in pending real engine artwork.