3 ms·
Hah, of course, spoke too soon! And it's by Jeff Atwood! I got the idea back then from some game devs who used a variation of this technique (though theirs was
by throwaway66666 8y ago
Hah, of course, spoke too soon! And it's by Jeff Atwood!
I got the idea back then from some game devs who used a variation of this technique (though theirs was a queue mechanism for prioritizing disk reads to speed up loading of important assets and defer the rest in the old magnetic days). Anyway, congrats to the react team, really cool.
I am wondering if they plan to abstract it completely so that everyone uses it without even realizing it.
- vvanders 8y agoA lot of gamedev networking is like this too. Half making sure your game model works in a latent environment/can be extrapolated. The other half is clever tricks(particle systems! sound effects!) to make the player think something is happening when you're just waiting to reconverge the state with an authorative response from the server.