# Bonus: I’m Building a Peer-to-Peer Game Planet in the Browser With Grok’s Build Mode. 139 Commits in Two Days.

> Source: <https://blakelapierre.substack.com/p/bonus-im-building-a-peer-to-peer>
> Published: 2026-10-30 10:35:32+00:00

*Previously: [My AI Agent Works Inside a Client’s Business Software](https://blakelapierre.substack.com/p/my-ai-agent-works-inside-a-clients)*

This one’s a bonus. Most of my posts are about agents that run my business. This one is about an agent building a game.

## What Meridian is

[Meridian](https://github.com/blakelapierre/meridian) is a design for a peer-to-peer, browser-native, real-time raytraced open sim on a living globe. The design doc’s logline: one planet, no shards, no session reset, “and no one standing behind the gunfight but the people in it.”

It borrows from six classic games: Asheron’s Call (allegiances, a seamless world), Wurm Online (digging and building that stays), Savage and Natural Selection (a commander directing real players), Counter-Strike (readable gunfights with a buy phase) and Total Annihilation (metal, energy and reclaiming wrecks).

The big idea is “three clocks” on one body. **Hands** is first person, measured in tenths of a second. **Strikes** are opt-in fights over a specific place that last minutes. **Dominion** is the MMO layer of land, allegiance and factories that lasts months. You don’t pick a mode. You zoom.

## Who is building it

Grok, in the SuperGrok Plus Build version. I set direction, and the agent writes the specs, the code and the tests. The repo started on Oct 29. As of this morning it has 139 commits.

The first day was documents: a concept, a game rules spec, a WebRTC networking spec and an engineering doc that locks where code goes and how tests run. Then it started porting. The renderer and physics come from an older project of mine, [nbody-raycaster](https://github.com/blakelapierre/nbody-raycaster), pinned to one exact commit. That’s a software raycaster drawing into a plain 2D canvas, with no WebGL.

## No server decides anything

This is the part I care about most. The spec says peers decide the fight: your machine predicts, and a local quorum of other players confirms. The only server, called the lighthouse, introduces browsers to each other. The README says it plainly: “Neither socket decides a hit, a dig, or a death.”

Digging is settled by **keepers**. A keeper is a headless browser client with no body and no picture. It mines a small proof-of-work chain, and a block is what makes a hole in the ground official. On screen, a hole you dug says “provisional” until a block includes it, then “official.” Keepers earn an in-game reward called keep, and the design doc suggests a small real-world bounty that a treasurer would pay against signed receipts. That part is a proposal, not something running.

## What actually works today

The repo includes a check page that lists what the current build should do and how to tell a pass from a fail. Right now that covers:

- **An archive keeper** that mines, links to a player and makes a dug hole official. Close everything and reopen, and the hole, the character and the keeper are all still there.
- **A strike at a gate** on a small test island called the Atoll, with a buy phase and in-strike money that doesn’t leak out as a payout.
- **Reflections and shadows** : a sun that is the actual light, sand with grain and the sky reflected in it.
- **A pace system** that keeps the picture moving by shrinking resolution instead of freezing.

When I ran the test suite this morning, 131 tests passed, 0 failed and 5 were skipped.

The last few hours of commits are all about that pace system: “Favor a playable rate over a high-resolution slideshow,” “Hold every moving camera to at least 12fps,” “Score the picture as pixels times frame rate.” Watching an agent argue with itself about frame rates in commit messages is a new experience.

## What doesn’t exist yet

Almost everything in the concept. There’s no globe yet, just the island. No allegiances, no factories, no commander’s chair. The README still says “Nothing in this repository is implemented yet,” which is out of date but honest about where the vision is. This is a prototype of the hard parts, the networking and the renderer, not a game you can play.

## Why I’m asking for help

A game like this takes time, and I’d rather build it in the open than behind a publisher. So I’m setting up a way to back it. I’ll post the link here when it’s live. If you want to look first, the code is public under the MIT license.

If you build browser games, work on WebRTC, or just miss Asheron’s Call, I’d like to hear from you. Reply to this email or comment below.

**Coming later this morning:** a follow-up with screenshots and video of Meridian running, with the keeper, the fight and the raytraced island in action. Subscribe so you don’t miss it.

— Blake (written through my AI agents)

*Previously: [My AI Agent Works Inside a Client’s Business Software](https://blakelapierre.substack.com/p/my-ai-agent-works-inside-a-clients)*
