SpacetimeDB
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Multiplayer at the speed of light
# Description of Changes We've been having awful issues with some weird permission denied error with the linux x86_64 GNU builds running on bare metal. We suspect that the alpine...
# Description of Changes All I can say is that this stopped us from getting a cryptic permission denied error when trying to package the CLI for release. I have...
# Description of Changes Please describe your change, mention any related tickets, and so on here. # API and ABI breaking changes If this is an API or ABI breaking...
# Description of Changes Closes #2430. # API and ABI breaking changes It change the returning `json` for `sql` route (spacetimedb::json::client_api::StmtResultJson), with added field for stats. # Expected complexity level...
I wish to do a cached message for client, to avoid all message sent to a new client. but we dont have a way to do that, then I manage...
For example: Lists: Real-time chat systems, matchmaking queues, or event logs. Sorted Sets (ZSETs): Real-time leaderboards, matchmaking by skill level, or proximity-based player discovery.
Hi, is there a way or future plan to support unreal engine 5?
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...
The realtime parts of my game are highly instanced (instances or raid in WoW, matches in Fortnite/DotA/etc). What is the recommended approach to do that with spacetime db? I see...
`spacetime sql` uses the `PsqlFormatter` to format its output. Right now it formats identities as a `u256` and timestamps as a `u64`. We should update it to format identities in...