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by Rohansi
435 days ago
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I am also skeptical of SpacetimeDB for the same reason. There is no game engine helping you do any simulation and that makes development harder. Your (server-side) assets would somehow need to be synced to SpacetimeDB which possibly means you can't use your editor tools to design them anymore. As a service backend+database the concept is cool and probably useful. But I don't see it being good at being a game server. |
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A common scenarios:
- "Game-server" using "regular" server+DB frameworks, often works but seldom in real-time scenarios.
- Realtime Game-servers (with in-memory state, sometimes supporting rollback,etc) that then has persistence more or less as an afterthought (duplicating state management between client<->server<->persistence)
What spacetime tries to do (and my current experiment) is to merge the server and DB to move persistence _performance_ concerns into the backend process.
We _rightfully_ moved databases out of server processes for easier management and safety in the 90s, but since f.ex. SQLite has been a bit of a resurgence because the usercode was in a managed language and wasn't as likely to cause a corruption issue.
WASM is a great enabler here because it allows the server/DB to sandbox the logic-code even in "unsafe"/realtime languages from the more precarious DB parts of the process so we don't have to risk data-safety even as we move back to co-locating server-state and persistence data within the same process.