1. https://www.youtube.com/watch?v=WxK11RsLqp4&t=2169s
2. https://linear.app/now/scaling-the-linear-sync-engine
Also see this overview of related tech here:
3. https://gist.github.com/pesterhazy/3e039677f2e314cb77ffe3497...
And c.f. automerge from ink & switch:
[0]: https://syncconf.dev [1]: https://x.com/sync_conf/status/1957818840777122293
How have others noticed the world shifting in the past 6 years?
edit: links
https://zero.rocicorp.dev/
https://electric-sql.com/
That being said, I haven't tried them, so can't really give an educated opinion. But I feel pretty confident in the domain expertise on the Zero team.
It's also really weird to use video game terminology and ignore the fact that all of the approaches used in this article have in fact, been done by major game engines, are readily documented in game development circles, etc.
It reads like an undergrad discovering game development for the first time. None of this is novel. It wasn't even novel for a web or desktop application to use.
By using multiplayer architecture…
And all their talk about state reconciliation? That’s just server authority…
See also, “reconciliation.”
Also, debatably the article hints towards an incorrect implementation because they specifically mention sending events instead of user input.
By design, if you do this, you can create events that are supposed to eventually stop, but the user may drop packets and disconnect all the while you were processing an event that was never supposed to occur.
If you poll user input and experience loss, there’s no event to misfire.
This behavior manifests itself in games as a player that continues to walk forward despite having lost their connection to a server and is a indicator that a multiplayer server was implemented incorrectly.
Not affiliated with Liveblocks, just aware of its existence.
Innovators like him, are very rare.
Phoenix recently added Phoenix.Sync [0], a sync engine library explicitly designed [1] to address this. In combination with a front-end library like TanStack DB [2] it goes much further towards giving you a Figma/Linear-style sync engine out of the box [3].
[0] https://hexdocs.pm/phoenix_sync [1] https://www.youtube.com/watch?v=4IWShnVuRCg [2] https://electric-sql.com/blog/2025/07/29/local-first-sync-wi... [3] https://electric-sql.com/demos/burn
Disclaimer: Electric founder. Linking to my own talk / post / demo.
How Figma's Multiplayer Technology Works - https://news.ycombinator.com/item?id=21378858 - Oct 2019 (63 comments)
https://multisynq.io if you want a worldwide reflector network.
Web PubSub[0] is a low level, scalable web sockets backend.
SignalR[1] is a higher level tool on top of web sockets that has support for some higher level abstractions like groups.
Fluid Relay[2] is probably the one closest to this tech that any team could take "off the shelf" to achieve similar features using their open source Fluid Framework[3] client. My understanding is Fluid Relay powers some of Microsoft's own collaborative products. Not sure if other direct users of this service.
[0] https://azure.microsoft.com/en-us/products/web-pubsub
[1] https://azure.microsoft.com/en-us/products/signalr-service
My guess is they implemented dark mode, then discovered some legacy posts have videos with transparent backgrounds. As a quick fix, they decided to disable dark mode anytime someone scrolls down to a video.
Seems like one of those compromises to solve an 11th-hour bug.
Figma is one of the worst evils of corporate capitalism. The design oriented development is long ceases, mainly focusing on making new useless products because they need growth for shareholders. Considered a leader in UIUX design software while its own UIUX is abysmal, full of amateur level mistakes, inconsistencies and bad patterns. We have now a generation of designers that take Figma’s UX as an example to learn from and implement in their designs.
citation needed?
The article discusses adding collaboration to an existing application, the opposite of what this comment asserts.
Also websockets are complicated. So are WebRTC or HTTP/2+ solutions.
HTTP/1.1 Comet-Stream is still the silver bullet even when ISPs try to block them, it's the protocol that goes through best (99.6% in 2022)
I'm considering doing a multi-socket solution: 80 (HTTP Comet-Stream) and 3724 (Binary TCP because WoW).