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This is a sweet idea and a nice, game-esque implementation. It could definitely use some onboarding. There's nothing to give the "player" a hint as to what th
by pohl 3y ago
This is a sweet idea and a nice, game-esque implementation.
It could definitely use some onboarding.
There's nothing to give the "player" a hint as to what they should do. What is my goal? Am I trying to defeat the communication of the nodes, or help them? If it's the former, why did I seem to win the first level after doing nothing? I started by trying to mash some keys. Eventually I saw that there were tools in the upper-right, but it wasn't clear what to do with them. It's a bit frustrating that they disappear after you grab them if your click is too far off the target. After successfully applying one of them to one of the targets, it's not clear what one should do next. Was it a good move? Who knows, because there's no feedback.
- kristoff_it 3y agoWell the point is that the replication protocol is going to fix all issues no matter what, so you could say that the only winning move is to enjoy watching TigerBeetle move forward impervious of scripted nor human-inputted issues. In other words, you're going to 'win' no matter what :^)
- pohl 3y agoThat makes sense: it's not a game at all, but a simulation pretending to be one.
- kristoff_it 3y agonever played "walking simulators" then? plenty of games don't feature traditional win-lose mechanics.
- pohl 3y agoNo, I hadn't even heard of that genre. They sound potentially fun, though, since at least they have an environment to explore.
- TeMPOraL 3y ago> environment to explore Only if the setting is something other than present-day reality - after all, the genre is called "walking simulator", not "trespassing simulator".
- jorangreef 3y agoThanks for the feedback! This is the first version of our educational SimTigerBeetle frontend. The goal is to see and interact with a distributed database running visually under Easy/Medium/Hard levels of fault injection, giving you the opportunity to explore how the consensus handles failures, poke the otherwise deterministically simulated world, or inspect progress of the replicas. So, it's a game in the sim genre, and we've got more to come, but the significance is hopefully what we tried to explain in the post: You're seeing a new design of distributed database survive cosmic levels of fault injection (8% storage corruption on the read path across all replicas in the Radioactive level!), in your browser... and you can smash things with a hammer. ;) You might also appreciate the video [0] at the end of our post, where we dive into the three insights behind deterministic simulation testing, and how DST moves beyond chaos engineering. [0] SimTigerBeetle (Director's Cut!) https://www.youtube.com/watch?v=Vch4BWUVzMM https://www.youtube.com/watch?v=Vch4BWUVzMM