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Source:https://github.com/SoraKumo001/next-streaming

⬅️ SpacetimeDB
aeturnum 9 daysReload
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 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?!).


bob1029 9 daysReload
> SpacetimeDB wasn't built in a vacuum. It's the system powers our own large-scale MMORPG BitCraft. We designed it specifically for the performance requirements of games. That means extremely low latency (~100 us/Tx) and extremely high throughput (~1,000,000 Tx/s).

If you are trying to build a new MMO that scales to the moon, you might want to take a look at how the existing market goes about things.

Take World of Warcraft for example. You could probably put a $20 MySQL VPS behind a realm and have it reliably persist state with how authoritative and infrequently updated the clients are.

Being clever with what you can trust the client with and how the server reconciles events is where I think you will find most of the scaling hacks.


kriper 9 daysReload
I don't really understand how you would write a game server using this tech. Lets say you need to simulate physics, pathfinding, animation etc on server. How one would integrate all of this? In regular world you just use unreal/unity headless mode that includes all of this but using spacetimedb requires ditching the game engine and reimplementing everything from scratch?

weego 9 daysReload
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.


_huayra_ 9 daysReload
This is indeed interesting, but FYI this is a BSL-covered project with somewhat onerous times: only one instance per service (i.e. don't scale out, if I understand correctly) [0].

[0] https://github.com/ClockworkLabs/SpacetimeDB?tab=License-1-o...