SpacetimeDB v1.0: Multiplayer at the speed of light
github.com
github.com
Don't get me wrong, this looks very nice. It looks like a solid building block for persistent worlds in multiplayer games. You'll just have to do your lag masking netcode yourself.
However, we DO plan to add automatic client-side prediction as a feature for SpacetimeDB in the near-ish future! Because all your server-side logic is in Wasm modules, we plan to run an embedded version of SpacetimeDB to execute the server logic on the client. As long as the server and client agree on the changes to the data we can reconcile the transactions, otherwise we'll rollback. Notably, we can do this with only partial state on the client!
Get rid of this though:
> This means that you can write your entire application in a single language, Rust, and deploy it as a single binary. No more microservices, no more containers, no more Kubernetes, no more Docker, no more VMs, no more DevOps, no more infrastructure, no more ops, no more servers.
Don’t let your marketing team write your README.
Apparently the license only allows you to run one production instance though.
UPDATE players SET gold = gold + 500 WHERE id = 12345;