So what is SpaceTimeDB actually going to revolutionize? Can you have a game where 1000 people are in the same city square fighting eachother at the same time without lag? Or is that still a pipe dream?
This is a great example of the efficiency improvements since alpha 1 (and alpha 2), and an amazing example of the server's multi-threading capabilities. As a side-note, is there a reason you guys are using MINGW64 for a shell when WSL2 exists?
Hello, this is John (AKA Boppy) from the SpacetimeDB team. The reason why I use MINGW64 over WSL is just for convenience and it's something that I typically recommend for people who really just want to run some basic linux commands on windows. I also find MINGW64 to be pretty popular in the gamedev world because then you can have bash scripts in your project and they *mostly* work fine on macOS and in MINGW64. I have always installed it through git for windows, and actually they just very recently updated the installer so that you can install a windows terminal profile for git bash (which I've set as the default for my windows terminal). If you have more questions let me know :)
@@JohnClockworkLabs Running the same (bash) scripts on both macOS and Windows directly from the editor was something I didn't even think of. Thanks for the insight!
ECS can be an intuitive idea, especially if you how hardware basically works, but also annoying/stressful in game design implementation. It's very useful if you can architect the data and data transformations in specific archtypes, but not all games can. More research is needed to figure out how to make different game ECS systems be able to interact with each other, with at least a lower entry floor for devs and designers. Unity is still struggling with it. Animation, character locomotion, state tree, physics, AI, etc. need examples on how to approach implementing them to support well packed data and be integrated into an ECS or alternative DoD data transformation system To end on it, I belive Mike Acton is a great mind and his ideas are great, but since DoD is still extremely young in game design, more work is still needed to make it work better.
This seems really interesting, is there plans to let you configure which provider is used on the backend (AWS, Azure etc.)? I know there are some weird regulatory requirements in different regions that only certain providers adhere to
This is one of the biggest reasons I find blockchain so stupid- people keep trying to make it centralized. In the end you just end up with all the disadvantages of the blockchain with none of the advantages.
I would disagree that blockchain made an error in their design. They were designing for a very different problem, specifically how to come to some sort of consensus on the truth of who has what with zero trust. The smart contracts of Etherium are only there to provide a way to effectively write your own "coin" or token without having to implement an entire block chain system and client, which is what you'd have to do prior to smart contracts. This would then have the disadvantage of getting everyone to download and use your new client. Etherium's smart contracts avoids that by providing an underlying platform, and clients that people are already using. So now all you have to do is get people to go for your NFT. You can argue whether blockchain makes any sense, or if it was flawed from the beginning, but you can't say that it was an error in their design. If you're going for the premise of zero trust it is one of the few designs that would actually work.
Let’s say I like what I’m hearing and I have an idea for an MMO. I have very little experience with Unity, but I want to use SpacetimeDB. How would I get started? Thanks for all your hard work!
This is very cool. I’m interested in your dev environment and how I can build a game using SpacetimeDB. I’m primarily a web dev but would love to give this a try. Thanks for all your work!
Out of curiosity (just watched the interview with Kris), at the scale of your MMO, how much data is being stored on a daily basis? I know Solana is at something like 1 GB/s.
As a beginner dev exploring DOD, this article has been very enlightening and has absolutely changed my perspective. However, I feel that this video could have been much better if it were a scripted presentation with slides, because this video just feels so rambly and directionless that makes it really difficult to pay attention to what you're actually saying as well as pay attention to your argument that databases are the endgame of data-oriented design. The other comments have already proven that, so I feel it would be beneficial for all of us if you could create a more focused and concise video to replace this one.