Metadata
DOI: /
Date: /
Tags: #distributed #rust #engine
SpaceTimeDB
Summary
Fairly interesting but overly "show-off" and unclear on the actual implementation of meshing. The technology appears to work well but centers on building a game-specific database. Some technical choices and limitations raise questions.
Key Insights
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The system is segmented around compute, network, and storage, possibly avoiding the use of a traditional DB by leveraging node memory to reduce latency.
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Heavy emphasis on database architecture tailored for gaming use cases.
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Uses WASM for compute; demo only handles ~1,000 balls, hinting at possible scalability limits.
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Unity integration could be worth exploring for practical application insights.