thinking about how performant multiuser document editing “should” be. Unfortunately I’m about to get on a plane, so will miss Casey’s discussion. (And I am not saying he will have a similar view, just, it is a pretty interesting topic how databases are misused now).
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I have no experience with these, but they look like general abstractions intended to be used in situations where you need to go the other way, and get specific, to achieve good performance.
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That is precisely what they are.
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the whole fighting game genre uses time-travel netcode because the online game has to preserve the same set of frame traps as the offline game (i.e. if you block and I act 3 frames before you and I use a moderately fast move after, if you jab there, you must always get hit)
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and I don't think this technique is even part of the taxonomy that CRDTs and OTs belong to! notably FGs are easier in some ways, because players aren't "controlling the same actions," but it's difficult to come up with a framework that contains all of these techniques
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