SpacetimeDB

Multiplayer at the speed of light (by clockworklabs)

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SpacetimeDB reviews and mentions

Posts with mentions or reviews of SpacetimeDB. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2025-04-09.
  • SpacetimeDB
    6 projects | news.ycombinator.com | 9 Apr 2025
    SpacetimeDB is open source[1], the open source version doesn't currently have all the features of maincloud, but most of those features are solely for scalability. I've done all of my work on my own local servers. I would even suggest paying for your own server up front until you're ready to scale out. I believe the 4 years is when the license changes to a more open license. And the scalability features on local are coming, they're just not here yet.

    [1] https://github.com/ClockworkLabs/SpacetimeDB

    1 project | news.ycombinator.com | 8 Apr 2025
  • SpacetimeDB v1.0: Multiplayer at the speed of light
    1 project | news.ycombinator.com | 5 Apr 2025
  • SpacetimeDB's License is modified AGPL
    1 project | news.ycombinator.com | 27 Mar 2025
  • SpacetimeDB: Combined database and backend for MMO games
    1 project | news.ycombinator.com | 22 Mar 2025
  • SpacetimeDB: Multiplayer at the speed of light
    1 project | news.ycombinator.com | 10 Mar 2025
  • Show HN: SpacetimeDB 1.0 Is Here
    1 project | news.ycombinator.com | 4 Mar 2025
  • Build your own SQLite in Rust, Part 5: Evaluating queries
    4 projects | news.ycombinator.com | 19 Feb 2025
    > without years of hardwork on test you can't say you are correct

    Before, I have the myth in my head that RDBMS development is like cryptography/kernels: Something not mean for humans to do.

    Now working as part of a [team](http://spacetimedb.com) I see now that is hard, but doable.

    Certainly MORE EASY than working in ERPs that is the thing that I have done for more than 20 years (now THAT is what is insane). Literally doing RDBMS is more relaxing than doing ERPs.

    But what I have learned is that what make RDBMS truly hard is not the usual suspect: ACID.

    You don't need 'years of hardwork' to reach it and to prove them is right (only some insanity when you need to target very weird os/arcs and deal with faulty hardware).

    What is truly hard and will eat your time is sql. SQL is hard. Is *bad*. Is *very hard* to optimize, and is so anemic that your time is expended more in the query optimizer (that has hard time because sql more than anything else) and because sql is bad, I tell you, it leads to insane stuff like having a single query with 1000 joins, and people have not means to good, optimal designs (and what you have like CTE and all that is poor bandaids) so now you get a bad input and have fun.

    But if the RDBMS stay in the relational part and you could make a better lang to interface it then is far more easy. Still query optimizer is big part of your time, but if you have control of the input language you can do your live easy.

  • Why SQLite Uses Bytecode
    3 projects | news.ycombinator.com | 30 Apr 2024
  • 3 years of fulltime Rust game development, and why we're leaving Rust behind
    21 projects | news.ycombinator.com | 26 Apr 2024
    I don't use Rust for game dev but I do for low level libraries and find it easier than C++ to get started. I have enjoyed it more than Java and like it for different reasons than Go, but it feels good to program in.

    As for the design patterns that a complex game requires, if you are considering Rust for game dev and ecs design patterns it might be useful to check out projects that are Rust centric like https://spacetimedb.com/.

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