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INTERACTIVE WEB
Interactive Web
Everything you need to build realtime, collaborative, and multiplayer web applications: from the first WebSocket connection to operational transforms, CRDTs, lag compensation, and rendering loops. Fourteen engineering guides, each focused on one problem, connected into a complete picture.
Interactive Web cluster map
Four topic groups: transports, sync and state, collaboration, and multiplayer and rendering.
TRANSPORT
WebSocket
Server-Sent Events
WebRTC Data Channels
SYNC AND STATE
Realtime Data Sync
Presence and Awareness
Pub-Sub · Optimistic UI
Event Streaming
COLLABORATION
OT Basics
Conflict-Free CRDTs
Collab Editing Arch
MULTIPLAYER
State Synchronization
Latency + Reconciliation
Rendering Loops
Transport layer
The three browser APIs that carry realtime data. Each has a different delivery model and a different use case.
01
WebSocket Fundamentals
Full-duplex persistent connections, the handshake, framing, heartbeats, and reconnection with exponential backoff.
Available now
02
Server-Sent Events
One-way server push over HTTP, automatic reconnection, event IDs for replay, and when to choose SSE over WebSocket.
Available now
03
WebRTC Data Channels
Peer-to-peer data over SCTP/DTLS, SDP offer and answer, ICE with STUN and TURN, and reliable vs unreliable delivery.
Available now
Sync and state
Patterns for keeping shared state consistent across clients and handling the asynchrony of a live network.
04
Realtime Data Synchronization
Full-state broadcast vs delta updates, sequence numbers, gap detection, catch-up on reconnect, and idempotent handling.
Available now
05
Presence and Awareness
Online indicators, typing signals, live cursors, heartbeat expiry, and a self-contained awareness layer over WebSocket.
Available now
06
Pub-Sub Messaging Patterns
Topic channels, fan-out broadcast, hierarchical namespacing, subscription lifecycle, and a typed client dispatcher.
Available now
07
Optimistic UI Updates
Snapshot, apply, confirm or revert. Pending counters, animated rollbacks, server reconciliation, and Backbone save patterns.
Available now
08
Event Streaming Architecture
Append-only logs, event sourcing, consumer offsets, log compaction, replay for state rebuild, and the frontend stream client.
Available now
Collaboration
Algorithms and architectures for concurrent editing where multiple users change the same data simultaneously.
09
Operational Transform Basics
Insert and delete operations, the transform function, convergence, server-side OT coordination, and the limits of OT.
Available now
10
Conflict-Resolution CRDTs
G-Counter, LWW register, OR-Set, RGA for text, merge semantics, and when to use CRDTs instead of OT.
Available now
11
Collaborative Editing Architecture
Document model, sync layer, awareness layer, per-user undo, server-side permissions, and how the layers connect.
Available now
Multiplayer and rendering
Shared world state across many clients, latency engineering, and the rendering loop that turns network data into pixels.
12
Multiplayer State Synchronization
Authoritative server, client prediction, input queues, state interpolation, dead reckoning, and lag compensation.
Available now
13
Latency and Reconciliation
Measuring RTT and clock offset, hiding latency with prediction, smooth correction, jitter buffers, and reconnection.
Available now
14
Realtime Rendering Loops
The game loop, requestAnimationFrame, fixed-rate simulation, variable-rate render, network queue integration, frame budget.
Available now - Capstone
Related clusters
The Interactive Web cluster builds on and connects to other clusters on this site.