▲ | adrai 6 days ago | ||||||||||||||||
Yes — that’s exactly the kind of thing Vaultrice is designed for. Think of it like localStorage, but instead of being tied to one browser on one device, the data lives in a globally-available, real-time object. Any change one player makes (like moving their character or firing a shot) can be sent instantly to the other player’s browser — without having to set up your own server or WebSocket layer. For your son’s zombie shooter: • Each game session could be one Vaultrice “object” (with an id like game-123). • Each player writes their position, health, actions to that object. • The other player’s browser listens for changes and updates the game state instantly. • Presence tracking is built-in, so you can show “who’s in the game” without extra code. The nice part is that the SDK’s API feels familiar — setItem, getItem, and on() for events — so you can get a working multiplayer prototype with just a few lines. If you want even less boilerplate, the SyncObject API lets you just set properties on a shared object and Vaultrice syncs it behind the scenes. It won’t handle game physics for you, but it’s a fast, simple way to make a turn-based or moderately real-time multiplayer experience without hosting your own backend. | |||||||||||||||||
▲ | Gys 6 days ago | parent [-] | ||||||||||||||||
The two players would be two users? | |||||||||||||||||
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