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.
SpacetimeDB
21–30 of 205 posts
Re: SpacetimeDB
#22A relational DB + serverless compute + suspiciously fast updates
Re: SpacetimeDB
#23This 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
#24Earlier quoted context omitted.
Professional multiplayer game developer here. I wonder what multiplayer games the SpacetimeDB folks have actually shipped?
This is theirs https://bitcraftonline.com/ - not "released" yet but they have alpha testers on it apparently.
Re: SpacetimeDB
#25YouTube 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.
Same! The algorithm thinks I needed to watch this.
Re: SpacetimeDB
#26YouTube 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
#27This 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.
I feel like they've been inspired by crypto for the way they handle billing. They sell you "Energy" which you use by running on their infra. Seems like a needless abstraction to me.
Re: SpacetimeDB
#28Other techs in this category have seen a lot of success. I'd classify Elixir and Node as being similar in that you adopt a stack to get access to some rare guarantees and also accept new or exotic limits.
I think these things tend to rely on having clear-eyed visionaries out in front, able to show off their strengths in open source. Without a successful project it's hard to believe the claims. I hope clockwork labs is able to deliver their example game (it seems high risk because, even if the game is a technical wonder - what if it isn't fun?!).
Re: SpacetimeDB
#29 #[table(name = person, public)]
pub struct Person {
name: String,
}
No, just say no.
Do not conflate your relational database schema with however you treat that data in your app.
You want explicit control, not annotation magic.Re: SpacetimeDB
#30Best 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 persisten…
I'm Tyler (guy in the video). In BitCraft we currently implement client-side prediction outside of SpacetimeDB.
However, we DO plan to add automatic client-side prediction as a feature for SpacetimeDB in the near-ish future! Because all your server-side logic is in Wasm modules, we plan to run an embedded version of SpacetimeDB to execute the server logic on the client. As long as the server and client agree on the changes to the data we can reconcile the transactions, otherwise we'll rollback. Notably, we can do this with only partial state on the client!
We can also do deterministic simulation if you have total knowledge of the game state with this solution as well.