I'd be surprised if GDocs or other collab systems were putting slow storage into the hot loop! Do you have reason to think they are? Seems like you'd want provable consistency for document editing, whereas with a game, it seems inevitable that there will be some inconsistency
You write the code that actually does whatever synchronization is optimal for the user experience. This is the same thing as "entity component systems". CRDTs and ECS are ways of making generic systems that do a generally poor job of something, but which can be reused.
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They are (almost?) never going to be what you actually want, but if you don't want or don't have time to do something better, then you might reach for one or the other to save you time. CRDTs are much less well worked-out thus far compared to ECSes, though, in my opinion.
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IME real world CRDT systems do specialize to what they're building, the primitives in examples are just examples. How would you do collaboration that supports offline that doesn't diverge without in essence using the principles of CRDTs?
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