<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Playband devlog</title><description>Engineering notes from building a deterministic realtime multiplayer runtime.</description><link>https://playband.io/</link><item><title>Joining a match in progress, in a few kilobytes</title><link>https://playband.io/blog/snapshot-compression-late-join/</link><guid isPermaLink="true">https://playband.io/blog/snapshot-compression-late-join/</guid><description>Late-join used to mean shipping the whole world. With compressed snapshots and reconnect deltas, a player slots into a live match almost for free.</description><pubDate>Tue, 02 Jun 2026 00:00:00 GMT</pubDate></item><item><title>Pricing that matches what realtime actually costs</title><link>https://playband.io/blog/pricing-that-matches-cost/</link><guid isPermaLink="true">https://playband.io/blog/pricing-that-matches-cost/</guid><description>Why we bill on smoothed peak-CCU with a player-hours guard instead of MAU — and how cheap egress lets us undercut the incumbents.</description><pubDate>Mon, 01 Jun 2026 00:00:00 GMT</pubDate></item><item><title>Scaling rooms across regions without touching a server</title><link>https://playband.io/blog/autoscaling-on-oracle-cloud/</link><guid isPermaLink="true">https://playband.io/blog/autoscaling-on-oracle-cloud/</guid><description>Matchmaking, fleets and three layers of autoscaling across five regions — so the cloud grows under your game while you ship gameplay.</description><pubDate>Fri, 29 May 2026 00:00:00 GMT</pubDate></item><item><title>Deterministic 3D physics, down to the last bit</title><link>https://playband.io/blog/deterministic-3d-physics/</link><guid isPermaLink="true">https://playband.io/blog/deterministic-3d-physics/</guid><description>Stacking boxes, capsules, joints and split-impulse solving — all in fixed-point, all identical across machines. A look at the 3D core under Playband.</description><pubDate>Tue, 26 May 2026 00:00:00 GMT</pubDate></item><item><title>Pathfinding that agrees on every client</title><link>https://playband.io/blog/deterministic-pathfinding/</link><guid isPermaLink="true">https://playband.io/blog/deterministic-pathfinding/</guid><description>Navmesh A* with funnel smoothing and ORCA avoidance — running locally on each machine and arriving at the exact same path. No path data on the wire.</description><pubDate>Sat, 23 May 2026 00:00:00 GMT</pubDate></item><item><title>It should feel like Unity, not like netcode</title><link>https://playband.io/blog/one-sdk-for-unity/</link><guid isPermaLink="true">https://playband.io/blog/one-sdk-for-unity/</guid><description>Components, systems and a source generator that turns plain C# into a deterministic, rollback-ready multiplayer game — with the networking nowhere in sight.</description><pubDate>Wed, 20 May 2026 00:00:00 GMT</pubDate></item><item><title>Rollback netcode that just works</title><link>https://playband.io/blog/rollback-that-just-works/</link><guid isPermaLink="true">https://playband.io/blog/rollback-that-just-works/</guid><description>Predict locally, reconcile when remote inputs land, and re-simulate the difference invisibly. Here&apos;s how Playband makes rollback the default, not a research project.</description><pubDate>Mon, 18 May 2026 00:00:00 GMT</pubDate></item><item><title>Why realtime multiplayer starts with determinism</title><link>https://playband.io/blog/why-determinism/</link><guid isPermaLink="true">https://playband.io/blog/why-determinism/</guid><description>Rollback netcode is only as good as the simulation underneath it. Here&apos;s why Playband is fixed-point and bit-identical from the first tick.</description><pubDate>Tue, 12 May 2026 00:00:00 GMT</pubDate></item></channel></rss>