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fleeky
jimpick: was having a discussion with someone about setting up scalable decentralized game worlds
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a place where latency is king
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just curious if anyone has considered something like that
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.. king or queen
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jimpick
I think network latency is hard to optimize away. It’s easy to run a hypercore in ram, so disk latency can be skipped in some situations.
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fleeky
would there be a way to optimize clients through a dht ?
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reduce amount of hops ecpecially if they are all sharing a specific game world
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jimpick
the nice thing about dat is you can choose your own topology and transports
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peer-to-peer is probably the fastest in terms of latency, but sometimes it's hard to get through firewalls, etc.
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and for a game, there might be a lot of players in a particular room or dungeon or scene ... a hub-and-spoke model might work better
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mwarning
bnewbold_: how do I tell via the Have message, that I do not have any data?
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start:0 and length 0?
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I also do not get an info message from the other client, any idea what could be wrong?
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(I send FEED, HANDSHAKE, INFO, WANT and HAVE at once. maybe that is problem?)
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yoshuawuyts
oh odd: is it right that libsodium is supposed to expose both `Argon2` and `scryptsalsa208sha256` as possible implementations of `pwhash`?
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ah, nvm - answered. Odd tho, haha.
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