clockworklabs / clockworklabs/SpacetimeDB
Questions About Using SpaceTimeDB for Game Development
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Description
I understand that SpaceTimeDB is an ECS-like database, but I'm still trying to grasp the concept fully. I have a few questions:
- How scalable is SpaceTimeDB for game development? For example, can it handle a game with 50,000+ entities?
- Do I need to write my game logic twice if I'm using Bevy alongside SpaceTimeDB? I may have misunderstood the documentation, but I'm looking for clarification on this.
- Could someone break down the key concepts of SpaceTimeDB for me or suggest a logical order in which to read the documentation or other materials? While I understand the origins of SpaceTimeDB, I'm still unclear on how to architect and build my game around it. Does using SpaceTimeDB mean I no longer need Bevy?
- Regarding data synchronization: Do I need to sync everything across the game, or just the modules/entities that affect all players? For example, in a space game where users can customize their ships, if a player opens the customization menu mid-game and changes things in a preview mode (without syncing the results until they click the apply button), how would this be handled?
Finally, is SpaceTimeDB similar to a server architecture but built on top of databases?
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First steps
- Read the whole issue, then the project's contributing guide.
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- Open a pull request that references the issue number.
Research direction
Start by reading the existing SpaceTimeDB documentation and the Bevy-related guidance referenced by the questions. This issue is done only when the scalability, game-logic, architecture, and synchronization questions have clear, maintainer-confirmed answers or are captured in documentation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- databases, documentation, game-dev
- Issue type
- Documentation
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100