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cloutiertyler
searching PlanetScale…
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4 ms
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31.
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by
cloutiertyler
1mo ago
As a SpacetimeDB dev, I absolutely agree. Reliability, provable correctness, and ease of integration are higher priority than performance. That doesn't mean we need to accept garbage performance though. You may be interested in our tec
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by
cloutiertyler
1mo ago
Notably, single threaded execution is optimal for performance here. If you don't believe us, maybe you'd believe TigerBeetle which is also single threaded by design. If you're interested more in our benchmarking methodology,
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by
cloutiertyler
1mo ago
If you don't believe me, perhaps you'd believe the TigerBeetle team who also made their database single threaded by design. Perhaps you'd be interested in reading our technical response: https://spacetimedb.com
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by
cloutiertyler
1mo ago
I'm a SpacetimeDB dev. We do not need to trust them, we employ a system like Ethereum's gas limits to prevent infinite loops.
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by
cloutiertyler
1mo ago
I am a creator of SpacetimeDB. Several assertions in this article are simply wrong. You can read our response here: https://spacetimedb.com/blog/benchmarking In particular, we are not making trade-offs. The assertions
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by
cloutiertyler
1mo ago
I am a creator of SpacetimeDB. Several assertions in this article are simply wrong. You can read our response here: https://spacetimedb.com/blog/benchmarking
37.
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by
cloutiertyler
1mo ago
I am a creator of SpacetimeDB. Several assertions in this article are simply wrong. You can read our response here: https://spacetimedb.com/blog/benchmarking
38.
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by
cloutiertyler
1mo ago
I am the SpacetimeDB developer. Several assertions in this article are simply wrong. You can read our response here: https://spacetimedb.com/blog/benchmarking
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by
cloutiertyler
1mo ago
I'm a SpacetimeDB developer and this post has many inaccuracies. I have actually asked Vicent to fix them and he's agreed to address them. Please read our reply to this and other criticism here: https://spacetimedb.com&
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BitCraft Open Sourcing Announcement
(bitcraftonline.com)
1 points
by
cloutiertyler
8mo ago
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0 comments
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cloutiertyler
9mo ago
How is SpacetimeDB not mentioned here?
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An AI generated wiki for exploring GitHub projects
(deepwiki.com)
2 points
by
cloutiertyler
9mo ago
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1 comments
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cloutiertyler
9mo ago
Found this super interesting. This website builds a wiki article about the architecture of open source GitHub projects. Seems super useful for getting a quick idea of how an application is put together.
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by
cloutiertyler
1y ago
Let me introduce to you Convex. https://www.convex.dev/ Disclaimer: I am the developer of SpacetimeDB which is spiritually similar. We absolutely intend to run client side as well. We need to for client side prediction. And
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Why we chose OpenID Connect for SpacetimeDB
(spacetimedb.com)
2 points
by
cloutiertyler
1y ago
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0 comments
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cloutiertyler
1y ago
I haven't heard of Parallel Universe. What is it?
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cloutiertyler
1y ago
I think that's very fair, we've got quite a lot of momentum behind reducers at this point though. That doesn't make it a good, name but it is a sticky one. "mutation" may also have been a good choice?
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cloutiertyler
1y ago
We want to dial these numbers in, but we have to err on the side of too high, because it's easier to lower prices than to raise them. We want to bring it down as low as we possibly can.
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cloutiertyler
1y ago
Ah you mean like implementing UDP and supporting complex lag masking netcode before we have to?
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cloutiertyler
1y ago
Oh it's you! Sorry cmrdporcupine! I didn't see.
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cloutiertyler
1y ago
It had nothing to do with marketing, it was because conceptually stored procedures are similar to smart-contracts and share technical aspects. We thought engineers would find the similarities interesting. Instead they immediately assumed we
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by
cloutiertyler
1y ago
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 predict
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cloutiertyler
1y ago
I'd be happy to schedule a chat to talk with you about our plans if you'd like! I'd love to get your thoughts.
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cloutiertyler
1y ago
Ours came first :/
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cloutiertyler
1y ago
Unreal (and C++) support is coming!
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cloutiertyler
1y ago
TODO does not imply no plan or that we haven't thought deeply about the problem. Prioritization is imperative when you're building an MMORPG and a new database with a small team for both.
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cloutiertyler
1y ago
We can and plan to handle the complex lag masking netcode as well. We've just focused so far on games that don't need very sophisticated lag compensation
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cloutiertyler
1y ago
We are definitely inspired by Elixir/BEAM. IMC (inter-module communication) is directly inspired by it. It is high risk, but I think a risk worth taking.
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cloutiertyler
1y ago
It scales much the same way that Erlang/BEAM scales. Each database is an actor in a distributed actor system. That's how we operate BitCraft, however we haven't released inter-module communication (IMC) to the wider world yet
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by
cloutiertyler
1y ago
They do indeed.
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