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SpacetimeDB

spacetimedb.com

61–70 of 205 posts

Re: SpacetimeDB

#61

Earlier quoted context omitted.

Planning to support complex lag masking netcode as a TODO is not a good sign.

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 for both.

How can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?

Re: SpacetimeDB

#62
post #52

Earlier quoted context omitted.

Planning to support complex lag masking netcode as a TODO is not a good sign.

Seems too biased and harsh. The best lag masking and clientside prediction systems I've experienced as a player are those that are closely integrated with the idiosyncratic gameplay mechanics. I would never expect SpacetimeDB to have a one-size-fits-all solution to this, nor for it to be the central focus of their product.

Game development is not something you learn by playing games.

Re: SpacetimeDB

#65
post #19

Earlier quoted context omitted.

This is theirs https://bitcraftonline.com/ - not "released" yet but they have alpha testers on it apparently.

Would you seriously consider using any technology built by people who are making their first game?

There's this other team that built an MMORPG with SpacetimeDB, in 3 months with 8 people: https://youtu.be/kzDnA_EVhTU&t=717

Seems to have paid off for them: https://play.google.com/store/apps/details?id=com.lightfoxga...

Re: SpacetimeDB

#66
post #51

SpacetimeDB fits into a genre of tech that I want to call "universe brain reorgs" - structural re-arrangements that might unlock wild performance increases. The challenge with these is that they require devs to re-align their thinking and it's hard to disentangle if "the problem" is that the technology isn't being fully embraced or if the promises of the tech don't work for your use case. Other techs in this category…

I feel like a lot of the "needs visionaries?, stuff has a pretty high chance of having not much real value. That's not a judgment on SpacetimeDB, but it is kinda how it plays out with these kinds of things.

IMO it's more that there is value...but the chance that any random developer (i.e. me) is going to be able to realize it is much lower. Your instincts about how do to things will be predictably wrong in this new, different paradigm. You generally want a guide or you risk foot-gun'ing any project through misunderstanding.

Re: SpacetimeDB

#67

SpacetimeDB fits into a genre of tech that I want to call "universe brain reorgs" - structural re-arrangements that might unlock wild performance increases. The challenge with these is that they require devs to re-align their thinking and it's hard to disentangle if "the problem" is that the technology isn't being fully embraced or if the promises of the tech don't work for your use case. Other techs in this category…

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.

[deleted]

Re: SpacetimeDB

#69

Earlier quoted context omitted.

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 for both.

How can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?

just because someone doesn't think and plan just like you do, doesn't mean they will not succeed

Re: SpacetimeDB

#70

Earlier quoted context omitted.

How can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?

just because someone doesn't think and plan just like you do, doesn't mean they will not succeed

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