Earlier quoted context omitted.
Given the name I was also expecting some clever SQL-like data structure/query for fast spatial lookup but I digress. Game physics involves a lot of things (solvers, collision detection, numerical stability, etc.). I am skeptical of their claims of being able to run physics in what I understand are stored procedures for their database. I looked at their docs for physics https://spacetimedb.com/docs/unity/part-4 where…
I believe they've done more complicated physics in their game bitcraft, but that code hasn't been released yet (no idea if it will be.) But there has been work in the discord recently and 2 member have individually implemented rapier[1] at this point. I can't say anything about the related netcode however as I don't know how much they've focused on it. At the very least work has been done. The unity tutorial is just…
"What engine does BitCraft use? The BitCraft client is developed using the Unity game engine. For the server, we have developed a sophisticated distributed system called SpacetimeDB, which hosts the entirety of BitCraft’s server architecture. "
Correct me if wrong, but this suggests the physics engine is Unity's, and not something implemented in SpacetimeDB.