How do you handle sandboxing? e.g. can I as a developer write arbitrary memory that gets replicated? Can I access other server memory and steal your secrets?
All pointer reads/writes are sandboxed. The game state is a power of two number of bytes (64MB right now, might have to bump this up as people make more complex games), so we can use masking to quickly clamp any pointer to the sandbox by computing `game_state_base + (<pointer> & (game_state_size-1))` before doing the access. That masking makes sure you can't access anything outside the game state, but you can corrupt your own game state if you'd like!
We're working on a streaming platform that lets viewers interact with the games streamers are playing in realtime, think TwitchPlaysPokemon but built for any game, a visual control set and sub-second stream delay.
It's a bit of a foreign concept for a lot of folks that don't know about collaborative gameplay, and I'm curious what direction we should go about our landing page. Show streams? Talk about the interactive portion of the platform? A mix of both (what we're doing right now)
As much as I don't think he's going about this the right way, I'd say there's actually value in getting insight from an outsider that hasn't done anything noteworthy. It gives you a new perspective.
It's easy to get trapped in simple assumptions, and often it takes someone completely removed from the startup world to shape those assumptions into something that has market fit.
You can get the same insight for much less than $40, but some of the best advice I've received has been from people completely disconnected from both my platform, and the startup scene in general.