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- Embed this notice@scathach @newt i have this paper https://arxiv.org/pdf/2102.01044 where they are doing transactional memory. the catch is that its using a skip list, whereas almost every DB system refuses to use a probablistic storage.
tangentially related, i have wondered if you could simply store every object in a game world inside said skip list (a list of object ID to the object itself) and then this becomes a cheap way to get arbitrary ACID transactions on ... whatever you want them on. :blobcatthonkang: