From the technical side, physics is run authoritatively on the server, which was my initial design idea (since a lot of these run in peer-to-peer mode). That brings some interesting trade-offs between perceived lag and local prediction jankiness, which is one of the main points I'm interested to hear feedback about. I think I've got a pleasant balance, but of course nothing beats real player testing.
The technical stack is LittleJS for the client and a combination of Python and Rust for the server (for the critical path); happy to detail more in the comments if anyone is curious.
A fun addition while the championship is ongoing: if you register (fully optional) you can create custom rooms with teams in the colourways of the current or up-coming real games; I actually extracted these from the official match schedule PDF for all group games and am quite fond of the results.
THank you and looking forward to any feedback!
Hugsbox•34m ago