They have Meta accounts now, which are also not Facebook accounts. I went straight from an Oculus account to Meta account. Might be location based, but I most certainly haven't been asked to upload any ID.
And I was pointing out that they are one and the same but the "Facebook" name was so tarnished by their terrible privacy practices they had to change it to save face.
But I guess if people like you are able to ignore that to make yourself feel better about giving your personal information to Zuckerberg's advertising company then anything is possible.
Phwoar! Thank you. It's 2026, and had it not been for your high quality informative comments. I would have not known anything about this them there Facebook. You saved me.
I don't know what conversation you think you're having here, but it's not that.
If you'd bothered to read... and then ready for it... stop, take a breath, and process the information. You'd have noticed I was pointing out you can use a Quest headset WITHOUT providing them your personal ID OR having a Facebook account. Almost as if, you know, I was highlighting that giving the company your personal info isn't required. Woe me though for pointing that out.
I'm sorry for interrupting the indignant rants. Please continue.
Have been running an in-school pilot over the last school term. Has been super insightful and led to a heap of changes to optimize UX. However, the biggest challenge has been delivery in this environment.
Trying to run a game in a browser on school iPads powered by really locked down networks has been challenging. Some school iPads will crash (out of memory) when launching the camera view, whilst others run flawlessly. We use a fork of Godot, and are constantly fighting to strike a balance between UX (increased parallelism) and browser device constraints i.e. a limit on how many web workers we can fit in memory.
In addition to our main (build and play your own RPG) experience, we also stream games direct to iPad. In particular a modded version of Overcooked! 2 that teaches kids to code — Overcooked itself was never even released on iPad. We've built our own Kubernetes system that spins up (a license limited number of) games/pods on demand backed by (time sliced) NVidia GPUs. This is literally running out of my home office. Despite the complexity of building all that, the Kubernetes and GPU time slicing wasn't even the largest hurdle. Turns out UDP is a no-go on the school network, so direct WebRTC was out the window. Instead we're using Cloudflare's TURN relay with TCP. Which much to my surprise, is holding up quite well.
Definitely a learning experience. However, kids are having a blast. Can't wait to roll this out further!
This is extremely interesting to me. I also have an 8 year old daughter who inspired me to build tooling for kids to create their own games. However, what I've come up with is quite different than this.
The primary mechanism through which kids create their game worlds is taking photos of their own hand drawn artwork.
I found traditional game dev tooling was far too technical and verbose for my daughter to stay interested. Honestly, it's not just a matter of her losing interest due to the complexity. Frankly, I don't want her sitting in front of a screen that long. She's a kid and I want her doing typical kid stuff. She and her younger sisters play sports, draw, paint, perform magic shows, and sing and dance around the house like complete nutbags — and I love it!
So whilst what I've built is highly technical for me to maintain, I'm not trying to expose all that complexity to kids. At least, not yet. I'm mostly interested in fueling creativity and letting kids explore. That's not to say kids that want to dive deep can't — we offer visual coding experiences etc. The intent is kids gain access to new features through self directed exploration and play. If some kids stop at just play, that's OK. The primary game mechanics (drawing and building worlds) are still inherently creative.
Although my approach is different, there is a heap in this article I resonant with. The hacking mentality, and letting kids go beyond the artificial constraints in particular. There's still much of Breaka Club that I can improve on. I'm running a limited in-school pilot at present and that's already yielded some really interesting insights. I'm really keen to continue to see what others put out in this space. I think it's drastically underserved and there's plenty of room for multiple approaches.
This looks really nice. Given the target age I imagine there's not a heap of text, so you could probably get away with LLM translations. Be sure to share it again in the coming months if you add English :)
I also attempted to make a game with my eldest daughter initially. Unsurprisingly, she didn't want to sit there watching me code or drag things around in Godot's level editor.
Admittedly, I really need to make a new blog post showing the latest improvements brought about from the in school pilot I'm running weekly at the moment.
Been dealing with this a bit at Breaka Club. We teach kids to code with a modded version of Overcooked 2!.
We stream OC2[1] with our mod preinstalled over WebRTC. This ensures that kids/schools don't have to try and install the mod. This is particularly important since we support running on school provided hardware. Installing a game without a mod would be hard enough. Added advantage though is kids play with a virtual (on screen) gamepad on iPads in Mobile Safari.
Game instances run in Docker containers in Kubernetes/k3s atop very outdated nVidia hardware. Given we're already going across the Internet into school networks, we've tried very hard to optimize latency across the board. Using NVidia NVEnc with DMABuf (zero copy) etc. We're unfortunately using XWayland at present so experience the documented input overhead. Although our inputs are virtual devices at this point, so the overhead may be a bit different. Trying to optimize this whole thing end to end has been a challenge. I would say that performance is currently "acceptable".
It's a really tricky one, but I think it's the right call for Godot, but probably not for other projects. I'm the current maintainer of GodotJS (TypeScript bindings for Godot). LLMs can generate genuinely useful solutions for Godot e.g. a functional WebGPU implementation for Godot — https://github.com/godotengine/godot-proposals/issues/6646.
However, as a senior engineer with fairly deep technical knowledge in these areas, I'm now using AI in my own projects. Frankly, before even touching Github, I'm already drowning in code reviews generated by my own use of an LLM!
There are meaningful, generally good PRs waiting for my attention against GodotJS, and other projects I (somewhat) maintain e.g. MoonSharp, C# Lua runtime. It was already extremely difficult to stay on top of PR code reviews for reasonably technical projects. When you're already somewhat burnt out from reviewing LLM code all day, it's so much more exhausting than it used to be.
Still plugging away at Breaka Club, where kids take photos of their hand drawn art and build games using it. Starts out as no-code, photograph an AprilTag and it imbues the image with functionality.
I'm running an in school pilot this week (Lunch time school club).
The tech stack for the main product is honestly pretty intense at this point with full multiplayer support, offline play, transitioning from client authoritative to joining a remote server. Built atop GodotJS, TypeScript bindings for Godot, which I maintain. Huge monorepo with over a million lines (yes, I'm aware that's NOT a good thing), and GodotJS itself is not included in that.
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