2 ms·
Not a developer affiliated with the project. But here's my take: The problem is that the proof is in the pudding. Some of their claims feel outlandish. Imagine
by matthewfcarlson 2y ago
Not a developer affiliated with the project. But here's my take:
The problem is that the proof is in the pudding. Some of their claims feel outlandish. Imagine writing your game with SQL queries. Rather than crafting update packets that only contain relevant game info you just do `select * from players where abs(player.x - current_player.x) + abs(player.y - current_player.y) + abs(player.z - current_player.z) < 100^2` and it just updates automagically 60 times a second.
Running physics sim in SQL stored functions sounds insane but that's exactly what they're advertising. They say it's due to in-mem DB optimization but I'm not sure how they horizontally scale that (they allow you to run standalone but any scaling requires their cloud product)
- cloutiertyler 2y agoI mean you can download it and give it a try! For BitCraft we scale it with IMC (inter-module communication). It works very similarly to Elixir.
- Rohansi 2y agoIt's in closed alpha so there's a limited number of players but I am curious to hear more about how BitCraft is scaling out. Is it a single, seamless world for all players? How much scaling is currently required? How is data replicated when horizontal scaling comes into the picture?
- deleted 2y ago[deleted]