I'm happy to answer any questions that might pop up...
Some things of note:
Built-in P2P Mesh Networking
Listen on "/ip4/0.0.0.0/tcp/8080". Connect to "/ip4/192.168.1.5/tcp/8080". Sync counter on "game-room".
That's all you need for libp2p, QUIC transport, mDNS discovery, GossipSub pub/sub
Full conflict-free replicated data types: - GCounter, PNCounter — distributed counters - ORSet with configurable AddWins/RemoveWins bias - RGA, YATA — sequence CRDTs for collaborative text editing - Vector clocks, dot contexts, delta CRDTs
Wrap any CRDT in Distributed<T> and get: - Automatic journaling to disk (CRC32 checksums, auto-compaction at 1000 entries) - Automatic GossipSub replication to all peers - Unified flow: Local mutation → Journal → Network. Remote update → RAM → Journal. - Survives restarts, offline nodes, network partitions.
Go-Style Concurrency - TaskHandle<T> — spawnable async tasks with abort - Pipe<T> — bounded channels (sender/receiver split) - check_preemption() — cooperative yielding every 10ms for fairness
There's more... but those are my personal favorite features.
I've put a good bit of work into this, so I hope you all can appreciate and maybe find some uses for it here on my favorite place on the interwebs!