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Re:SpacetimeDB by cloutiertyler on Wednesday April 09, 2025 @11:59AM (#43633577)
It solves 3 problems:

1. Server <> client sync is handled for you 2. Server <> database sync is eliminated 3. Deployment is super easy because you just upload your wasm module to the database, and SpacetimeDB schedules it (similar to Kubernetes honestly, but at a different level of the stack)

Re:SpacetimeDB by Rohansi on Wednesday April 09, 2025 @12:45PM (#43634228)
The first two problems are nothing, IMO. Server <> client sync is handled by your engine or, if you need to roll your own, it's not that hard. Syncing to a database is more tedious than difficult.

Getting rid of a game engine on the server side adds a lot more work. I don't think it would even balance out.

Re:SpacetimeDB by flockonus on Thursday April 10, 2025 @01:07AM (#43640808)
Having implemented the first two for a web game i absolutely guarantee you those are far from "nothing". It takes considerable diagraming & handling to coordinate FE + API on state changes.

If they in fact can solve that (haven't checked myself), it would be a massive time saving for development.

Re:SpacetimeDB by Rohansi on Thursday April 10, 2025 @01:22PM (#43646114)
Maybe I'm just used to it having implemented it several times. But my point is that they require a relatively fixed amount of effort. Once it's implemented you shouldn't need to touch it again.
Re:SpacetimeDB by XCSme on Thursday April 10, 2025 @11:26AM (#43644857)
> 1. Server <> client sync is handled for you

In what sense? Is it as fast as using UDP with protobuf packets?