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I’m new to the topic from a technical point of view. I was wondering if the conflict resolving issues are fundamentally different from online gaming scenarios.
by idleherb0 7y ago
I’m new to the topic from a technical point of view. I was wondering if the conflict resolving issues are fundamentally different from online gaming scenarios. I.e., could the ways problems are solved in multiplayer games also be applied to collaborative editors and vice versa?
- unixhero 7y agoGood question, but it could be responded to by writing a thesis.
- scofalik 7y agoWe frequently joke in our company that we'd love to write a thesis on OT and get a better academical grade ;).
- arianvanp 7y agoThe quake3 netcode is eventually consistent and always reminded me of CRDTs. https://fabiensanglard.net/quake3/network.php https://fabiensanglard.net/quake3/network.php
- idleherb0 7y agoI was thinking exactly about q3a when I wrote the question!
- jlokier 7y agoThat's a great question. One of the differences is real-time games do motion prediction, to hide latency. I haven't heard of editors doing so.
- jkaptur 7y agoArguably not an “editor”, but I think the mosh shell input does something like this.
- alalonde 7y agoFrom my limited exploration and talk with Justin over at http://www.kinematicsoup.com http://www.kinematicsoup.com, the requirement for low latency combined with a lot of large binary data requires different approaches.