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Re:Open source collaborative text editors by idleherb0 on Tuesday May 07, 2019 @04:12AM (#19847459)
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?
Re:Open source collaborative text editors by alalonde on Tuesday May 07, 2019 @02:06PM (#19851916)
From my limited exploration and talk with Justin over at http://www.kinematicsoup.com, the requirement for low latency combined with a lot of large binary data requires different approaches.
Re:Open source collaborative text editors by arianvanp on Tuesday May 07, 2019 @04:58AM (#19847644)
The quake3 netcode is eventually consistent and always reminded me of CRDTs. https://fabiensanglard.net/quake3/network.php
Re:Open source collaborative text editors by idleherb0 on Tuesday May 07, 2019 @03:38PM (#19852728)
I was thinking exactly about q3a when I wrote the question!
Re:Open source collaborative text editors by jlokier on Tuesday May 07, 2019 @04:59AM (#19847650)
That'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.

Re:Open source collaborative text editors by jkaptur on Tuesday May 07, 2019 @08:29AM (#19848765)
Arguably not an “editor”, but I think the mosh shell input does something like this.
Re:Open source collaborative text editors by unixhero on Tuesday May 07, 2019 @04:15AM (#19847477)
Good question, but it could be responded to by writing a thesis.
Re:Open source collaborative text editors by scofalik on Tuesday May 07, 2019 @07:58AM (#19848600)
We frequently joke in our company that we'd love to write a thesis on OT and get a better academical grade ;).