clockworklabs / clockworklabs/SpacetimeDB
Client-side prediction
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- Dominant language
- Rust
- Stars
- 25.2k
- Forks
- 1.1k
- Avg merge
- 2d 7h
- Merged PRs (30d)
- 46
Description
For better feeling on the local machine, almost every game implements some sort of local prediction about actions sent up to the server. Is there a current approach for doing that with SpacetimeDb? Or are there plans?
It seems to me that the code for most reducers would be fine to include in the client. Then the client sdk could run the reducer against the local view of the db to predict how the db would change in response to that reducer call.
It has some complexity, but solving this well would make this the defacto choice for multiplayer games. It's feasible to build that infrastructure myself, but I think it could be supported natively, probably better than a wrapping framework.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
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Research direction
The issue names no files or tests. Start by reviewing the client SDK and reducer execution model to determine whether local reducer prediction already exists, then document the current approach or define the native support needed for predicted database changes.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- database, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100