Viewing profile — cloutiertyler
cloutiertyler
HN member- Joined
- Wed, Sep 17, 2014, 4:54 PM UTC
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About cloutiertyler
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Recent public activity
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Comment #46499898
How is SpacetimeDB not mentioned here?
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Comment #46436002
Found this super interesting. This website builds a wiki article about the architecture of open source GitHub projects. Seems super useful for getting a quick idea of how an applic…
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Comment #44120786
Let me introduce to you Convex. https://www.convex.dev/ Disclaimer: I am the developer of SpacetimeDB which is spiritually similar. We absolutely intend to run client side as well.…
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Comment #43639213
I haven't heard of Parallel Universe. What is it?
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Comment #43638337
I think that's very fair, we've got quite a lot of momentum behind reducers at this point though. That doesn't make it a good, name but it is a sticky one. "mutation" may also have…
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Comment #43637999
We want to dial these numbers in, but we have to err on the side of too high, because it's easier to lower prices than to raise them. We want to bring it down as low as we possibly…
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Comment #43637763
Ah you mean like implementing UDP and supporting complex lag masking netcode before we have to?
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Comment #43637018
Oh it's you! Sorry cmrdporcupine! I didn't see.
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Comment #43637003
It had nothing to do with marketing, it was because conceptually stored procedures are similar to smart-contracts and share technical aspects. We thought engineers would find the s…
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Comment #43636922
For what it's worth, BitCraft currently ships with client-side prediction. It's just not built into SpacetimeDB yet. It's relatively simple, but "The SpacetimeDB devs have not yet …
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Comment #43636880
I'd be happy to schedule a chat to talk with you about our plans if you'd like! I'd love to get your thoughts.
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Comment #43636788
Ours came first :/
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Comment #43636779
Unreal (and C++) support is coming!
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Comment #43634596
TODO does not imply no plan or that we haven't thought deeply about the problem. Prioritization is imperative when you're building an MMORPG and a new database with a small team fo…
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Comment #43633635
We can and plan to handle the complex lag masking netcode as well. We've just focused so far on games that don't need very sophisticated lag compensation
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Comment #43633625
We are definitely inspired by Elixir/BEAM. IMC (inter-module communication) is directly inspired by it. It is high risk, but I think a risk worth taking.
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Comment #43633612
It scales much the same way that Erlang/BEAM scales. Each database is an actor in a distributed actor system. That's how we operate BitCraft, however we haven't released inter-modu…
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Comment #43633596
They do indeed.