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Sounds like a cool project! Do you have any specific use cases in mind for types of games this would be beneficial for? IMO in most cases having one player be the host is good enough. Maybe competitive games where you want to ensure the host doesn't cheat?
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Thank you! My initial impetus was a MMO open-world sandbox game where players could leave/join at will. I was also interested in networking being directly p2p, as opposed to having a server intermediary. The tricky part is maintaining distributed consensus on a shared global state under those conditions, but it's a useful primitive and generalizes to a lot of other applications other than games like forums, social networks, data feeds/pipelines, maybe even chat/messengers (just my hypotheses at this point). It fits well in cases where much of the state is public and shared, as opposed to private data that's more difficult to achieve consensus on its validity.
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