clockworklabs / clockworklabs/SpacetimeDB

Add standalone C++ client example/support, so it can be included in proprietary engines written in C++

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Description

Hello!
I adore the SpacetimeDB's idea and how it works. As I understand it, initially it was for video game developers. I'm quite confused why there is an Unreal Engine PlugIn, but no standalone C++ client anywhere in the docs. Only server.

PlayStation, Nintendo, Xboxes - they pretty much all run C++ SDKs and the engine I work on is on C++ too. I wanted to make the try out project on C++ to show to my bosses, but the fact that I see shallow information on C++ client is dragging me away.

Am I being blind? Are there implications that I miss? Is C++ standalone client is anywhere on the pathway of SpacetimeDB?
Will be lucky to get the answer, looking forward to it!

Thanks!

  • Vladimir.

Contributor guide

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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 reviewing the existing Unreal Engine Plugin and the C++ client information in the documentation, then compare them with the server-side material. Clarify the standalone client scope, supported platforms, and intended integration path for proprietary C++ engines. Done should mean the requested support or its pathway is clearly defined and documented.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
api, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
35/100

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