clockworklabs / clockworklabs/SpacetimeDB

Questions About Using SpaceTimeDB for Game Development

Open
#1,608 1 comment 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

possibly-stale
Dominant language
Rust
Stars
25.2k
Forks
1.1k
Avg merge
2d 7h
Merged PRs (30d)
46

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:

  1. How scalable is SpaceTimeDB for game development? For example, can it handle a game with 50,000+ entities?
  2. 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.
  3. 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?
  4. 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?

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.