clockworklabs / clockworklabs/SpacetimeDB
Add standalone C++ client example/support, so it can be included in proprietary engines written in C++
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- Dominant language
- Rust
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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
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- 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