
Clockwork Labs
@clockwork_labs
Creating beautiful machines.
Currently working on bitcraftonline.com and spacetimedb.com
ID: 1105250605688184832
https://clockworklabs.io/ 11-03-2019 23:34:13
66 Tweet
328,328K Takipçi
24 Takip Edilen

Fun fact: SpacetimeDB should really be at 2ms (not 200ms) on this benchmark, but the bar is so low for performance of modern software that 200ms looks impressive. A modern CPU does 20B instructions/s, if you assume 40 instructions/row that's 2ms for 1m rows. We'll get there!



10/ Clockwork Labs has released SpacetimeDB 1.0, the backend that powers BitCraft Online, just as the game enters its beta phase and launches on Steam. clockwork-labs.medium.com/press-release-…




Genuinely excited about SpacetimeDB On the surface it's "just" a realtime database, but the architecture is really promising because it addresses a more fundamental problem that I've seen come up in all kinds of applications throughout my career. Taking a step back, there

Inspired by Majid Manzarpour, I decided to play around with SpacetimeDB, and I'm super impressed. This is definitely the future of multiplayer gaming. After spending the last month deep in WebSocket land building an open-world survival game, I really wish I had found this

SwedishAccelerationism Majid Manzarpour SpacetimeDB After a few days tinkering, it’s clear to me that once your game starts getting more complex, WebSockets create exponentially more dependencies than SpacetimeDB. With Spacetime, it’s basically a server and persistent in-memory database all in one. So you end up writing 2–3x less




This is the founding principle of SpacetimeDB!





