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SpacetimeDB

spacetimedb.com

1–10 of 205 posts

Re: SpacetimeDB

#4
This looks really interesting, and bitcraft looks cute.

I did hit a personal bias: when I saw "maincloud" as a phrase to do with pricing my heart sank because my brain went "they've wedged in some crypto shit!". Turns out no, it's just a naming thing for hosting credits.

Re: SpacetimeDB

#5
Is there a place where I can read about what technologies online games use? As a terminal gamer I am ashamed to say I have no idea what goes on behind the scenes.

Re: SpacetimeDB

#6
A server DB monolith that explicitly doesn't scale? You put some of your game logic on the server and some on the client with no clear dividing line? When PoE2 uses PostGres and Eve Online uses SQLServer? Also doesn't tackle the main challenges of online multi-player games (physics sim rollback)?

I'm sorry but there might not be a good market for this.

Re: SpacetimeDB

#9
YouTube keeps recommending SpacetimeDB to me even though I have never made a videogame. Now I'm seeing it on HN too.

Are there any game devs here who can comment on how useful this actually is? The pitch seems pretty cool but I can't tell how much of it is just good marketing.

Re: SpacetimeDB

#10
Best comment from last time this got posted:

I kept on reading expecting to see motion prediction, multiversion, or similar given the name and focus on games, but no. This is a totally normal database, designed for low latency and with support for WASM stored procedures. You can host your own server or they will rent you one. Don't get me wrong, this looks very nice. It looks like a solid building block for persistent worlds in multiplayer games. You'll just have to do your lag masking netcode yourself.

https://news.ycombinator.com/item?id=43593913

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