diff --git a/research/witness-authoritative-networking/prior-art-2026-10-26.md b/research/witness-authoritative-networking/prior-art-2026-10-26.md index 77e0810e..859e8409 100644 --- a/research/witness-authoritative-networking/prior-art-2026-10-26.md +++ b/research/witness-authoritative-networking/prior-art-2026-10-26.md @@ -300,3 +300,5 @@ Its demonstration case is a cheating client being caught and corrected by witnes "the value is in solving the multiplayer scaling problem for indie developers in an ergonomic fashion. Having one authoritative server is fine, up to a point, but there's no real open source playbook on how to ship an MMO, and existing solutions like SpacetimeDB have a huge ergonomics gap. I want CultMesh to feel like magic: as a garden path, you annotate your domain POCOs and simulation code and declare your authority structure (I see no reason why we couldn't support server-authoritative and trusted co-op as a configurable subset of the much harder problem we're aiming at, feel free to correct me if that's a silly notion), and it'll all just work without the developer needing to understand networking deeply." Witness authority is therefore one authority policy inside a garden-path framework, not the product. The ergonomics prior-art pass is `research/cultmesh-garden-path/`. + +Reference game (operator, 2026-10-27): "the .io game, Aetheria later". The garden-path target is proved first on a deliberately small browser .io game; Aetheria is the later proof under real load.