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SpacetimeDB

spacetimedb.com

111–120 of 205 posts

Re: SpacetimeDB

#111

Earlier quoted context omitted.

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 shipped a game using client-side prediction techniques", is not correct.

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Man, cynical much? I feel like OP has been honestly trying to engage with you here, and the only thing you’ve been is snippy and abrasive.

Re: SpacetimeDB

#112
post #109

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?

I mean, they are dogfooding their own database. If they’re making a MMO game with it presumably the game has latency masking netcode, even if it isn’t in part of the database.

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Re: SpacetimeDB

#113

The website and naming (and product space, sorta) remind me a lot of Parallel Universe. Any direct inspiration there, or shared personnel?

I haven't heard of Parallel Universe. What is it?

They were a YC company from a while back: https://techcrunch.com/2012/07/09/parallel-universe-spacebas...

They had an MMO-targeted database called Spacebase, and a bunch of awesome JVM technology. Their founder actually works for Oracle now, if I'm not mistaken.

Re: SpacetimeDB

#115
post #111

Earlier quoted context omitted.

Man, cynical much? I feel like OP has been honestly trying to engage with you here, and the only thing you’ve been is snippy and abrasive.

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I mean, they said they'd like to get your expert input on the matter. Why not give them a chance? Maybe you can help them do some much needed course correction—which is what I understood you're staying by reading a bit between the lines.

Maybe you can even negotiate a consultancy fee with them

You can stay sceptical, but try giving them a chance. You might end up surprising eachother!

Aside: I'm getting into indie game dev recently and love your site!

Re: SpacetimeDB

#116
post #88
post #73

Earlier quoted context omitted.

Theres discussion distinguishing hard real-time (what you describe), firm real-time (infrequent deadline misses are problematic but managable), and soft real-time (missing deadlines aren't a big deal). Node does a pretty hood job with soft real-time.

What games do you know that are hard or firm real-time? Real-time in this context is more like real-time communication rather than process scheduling.

I think we've diverged from the game context, towards discussion "universal brain reorganizing technologies", nodejs being considered one, and what real-time means in the context of node.

That said, real-time communication _is_ a soft real-time system.

Re: SpacetimeDB

#117

Earlier quoted context omitted.

I am contributing to a project by a SpacetimeDB community member to get Rapier running within Unity. Instead of trying to get Unity PhyX running on the server, we just use a deterministic Rust physics engine on both client and server. It is a mostly complete drop in replacement as it stands and is deterministic (Unity's PhyX is not). We'll keep improving it! https://github.com/Daxode/rapier4unity

That's great, especially the deterministic part. Did you run into determinism problems with two different CPU architectures for server and client?

We rely on the guarantees of Rapier's determinism. I haven't done extensive testing on the determinism claim yet, but it has held up so far. https://rapier.rs/

Re: SpacetimeDB

#118
post #73
post #58

Earlier quoted context omitted.

> could support realtime experiences Node supports realtime applications? Really? Isn't it garbage collected? Or does the term mean something different in nodejs? I've only come to know the term in the context of time guarantees (i.e. if it's scheduled to run in x, it is guaranteed to run at that time) and that shouldn't apply to nodejs I think? When you schedule something there, I believe it'll run on the first free…

Theres discussion distinguishing hard real-time (what you describe), firm real-time (infrequent deadline misses are problematic but managable), and soft real-time (missing deadlines aren't a big deal). Node does a pretty hood job with soft real-time.

Ya'all are very strict in your definitions then. My definition is "does it feel laggy" or "do I have to walk away and come back when this thing is done".

Basically like 24 FPS or higher is real-time. Even that'd be laggy for a game but not unplayable. I choose this specifically because that's what movies typically use and they're very watchable.

Re: SpacetimeDB

#120

Earlier quoted context omitted.

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I mean, they said they'd like to get your expert input on the matter. Why not give them a chance? Maybe you can help them do some much needed course correction—which is what I understood you're staying by reading a bit between the lines. Maybe you can even negotiate a consultancy fee with them You can stay sceptical, but try giving them a chance. You might end up surprising eachother! Aside: I'm getting into indie ga…

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