But, the db is going to be set up to guarantee a lot of things that would not otherwise be necessary, thus, be a lot slower than necessary.
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Agreed, yeah, that's why I said the principles. It seems like a very useful general toolkit for thinking about sync + offline + etc. I don't get why the hate on it? I'd be interested to see how you tackle this problem from the game POV, without leaning on CRDT research.
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Part of this might just be different terminology too, I may consider things CRDT-y that you don't?
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