> SpacetimeDB fits into a genre of tech that I want to call "universe brain reorgs" - structural re-arrangements that might unlock wild performance increases. The challenge with these is that they require devs to re-align their thinking and it's hard to disentangle if "the problem" is that the technology isn't being fully embraced or if the promises of the tech don't work for your use case.
And this is exactly why as a professional multiplayer game developer I'm quite concerned about SpacetimeDB.
If you're a game developer and choose to use it, you must accept that you will completely structurally re-arrange your game server, and gameplay and simulation code in such a way that you'll conform to a database structure and programming model developed by some people who are currently making their first game.
I'd be surprised if any professional game developers would consider this a good idea. The last time somebody suggested such a significant refactor for game servers, was when the two cofounders of Improbable walked into our office at Respawn, shortly after we shipped Titanfall 1, and told us they wanted the complete source code for Titanfall 1, and they would show us how awesome Improbable is, by porting the entire Titanfall codebase to Improbable in just a few months!
They ended up getting the source code, despite all programmers and the technical director advising the COO against it... and we never heard from them again.