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# Croquet Multiblaster Tutorial 🚀
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# Multisynq Multiblaster Tutorial 🚀
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[🕹️ CLICK HERE TO PLAY 🕹️](https://croquet.github.io/multiblaster-tutorial/step9.html) – _then scan the QR code or share the generated session URL to invite other players._
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[🕹️ CLICK HERE TO PLAY 🕹️](https://multisynq.github.io/multiblaster-tutorial/step9.html) – _then scan the QR code or share the generated session URL to invite other players._
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Each HTML file in [this repository](https://github.com/croquet/multiblaster-tutorial/)
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contains an increasingly complete multiplayer game built using [Croquet](https://github.com/croquet/croquet).
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Each HTML file in [this repository](https://github.com/multisynq/multiblaster-tutorial/)
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contains an increasingly complete multiplayer game built using [Multisynq](https://multisynq.io).
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It's a 2D game, and its visuals are intentionally kept simple so that the code is more understandable.
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Successful blasts increase the player's score, while colliding with an asteroid
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causes a ship to be destroyed and lose all points.
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**📖 Please use our [Documentation](https://multisynq.io/docs/croquet/) alongside this tutorial, and join our [Discord](https://multisynq.io/discord) for questions 🤔**
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**📖 Please use our [Documentation](https://multisynq.io/docs/client/) alongside this tutorial, and join our [Discord](https://multisynq.io/discord) for questions 🤔**
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## Step 0: Asteroids floating without Croquet 🪨≠🪨
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## Step 0: Asteroids floating without Multisynq 🪨≠🪨
Now we add a persistent highscore. Croquet automatically snapshots the model data and
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Now we add a persistent highscore. Multisynq automatically snapshots the model data and
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keeps that session state even when everyone leaves the session. When you resume it later by joining the session, everything will continue just as before. That means a highscore table in the model would appear to be "persistent".
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However, whenever we change the model code, a new session is created, even it has the
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same name (internally, Croquet takes a hash of the registered model class source code).
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same name (internally, Multisynq takes a hash of the registered model class source code).
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The old session state becomes inaccessible, because for one we cannot know if the
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new code will work with the old state, but more importantly, every client in the session
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needs to execute exactly the same code to ensure determinism. Otherwise, different clients
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would compute different states, and the session would diverge.
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To keep important data from a previous session of the same name, we need to use Croquet's
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To keep important data from a previous session of the same name, we need to use Multisynq's
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explicit persistence. An app can call `persistSession()` with some JSON data to store
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that persistent state. When a new session is started (no snapshot exists) but there is
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some persisted data from the previous session of the same name, this will be passed
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One of its gimmicks is that if the initials contain an emoji, it will be used for shooting. The trickiest part of that is properly parsing out the emoji, which can be composed of many code points 😉
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You can play it online at [apps.multisynq.io/multiblaster](https://apps.multisynq.io/multiblaster/).
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## Further Information 👀
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Please use our [Documentation](https://multisynq.io/docs/croquet/) alongside this tutorial, and join our [Discord](https://multisynq.io/discord) for questions!
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Please use our [Documentation](https://multisynq.io/docs/client/) alongside this tutorial, and join our [Discord](https://multisynq.io/discord) for questions!
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