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?
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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.
The quake3 netcode is eventually consistent and always reminded me of CRDTs.
https://fabiensanglard.net/quake3/network.php
I was thinking exactly about q3a when I wrote the question!
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.
Arguably not an “editor”, but I think the mosh shell input does something like this.
Good question, but it could be responded to by writing a thesis.