Exploring an offline-first and P2P-oriented runtime design in C++20
I’ve been exploring some runtime design ideas in C++20, mostly around problems that appear in unreliable or unstable network environments.
The main concepts I’m experimenting with are:
offline-first execution (local-first state, fallback mode)
P2P communication between nodes
lightweight async HTTP handling
WebSocket-based messaging
a small middleware pipeline
a modular runtime structure instead of a large monolithic framework
I’m mostly curious about whether others in the C++ community have experimented with similar approaches (local-first systems, edge runtimes, distributed execution without strong cloud dependence).
If anyone has insights, prior work, design critiques, or papers worth reading, I would be glad to learn from them.
https://redd.it/1peppj9
@r_cpp
Post #24429
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