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

  • The system is segmented around compute, network, and storage, possibly avoiding the use of a traditional DB by leveraging node memory to reduce latency.

  • Heavy emphasis on database architecture tailored for gaming use cases.

  • Uses WASM for compute; demo only handles ~1,000 balls, hinting at possible scalability limits.

  • Unity integration could be worth exploring for practical application insights.

Source: