Creating beautiful machines.
Currently working on https://t.co/rUQoxP1R8d and https://t.co/ZIpXxgJDMZclockworklabs.io San Francisco, CAJoined March 2019
You all asked for it (a lot), and now it's here! SpacetimeDB now officially supports Unreal Engine.
Check out the release notes: github.com/clockworklabs/…
Let’s not forget @spacetime_db. Unlike @convex_dev , SpacetimeDB subscription queries are evaluated incrementally, rather than recomputing the whole query every time the inputs change. We scaled an MMORPG, so I don’t think it’s fair to say @convex_dev is the only db by a long…
Let’s not forget @spacetime_db. Unlike @convex_dev , SpacetimeDB subscription queries are evaluated incrementally, rather than recomputing the whole query every time the inputs change. We scaled an MMORPG, so I don’t think it’s fair to say @convex_dev is the only db by a long…
🎮 PAX East 2025 - Boston, Here We Come! 🚀
If you're at PAX East, don't be a stranger! Swing by and say hi to Tyler if you want to chat about BitCraft.
Let’s connect and create some unforgettable memories!
#Paxeast#gamedev#bitcraftonline
@BitCraftOnline is going to be Open Sourced? This is actually great news! It means we will likely see more games similar to this. Very uncommon for this sort of thing to happen, you guys rock @clockwork_labs
2D multiplayer survival game engine is going well. Using @spacetimedb and otherwise just native React with minimal libraries. Got the major systems working, apart from base building and tile procgen, but I’ll probably leave those for later.
Unfortunately, I just tested with…
@swe_acc@majidmanzarpour@spacetime_db After a few days tinkering, it’s clear to me that once your game starts getting more complex, WebSockets create exponentially more dependencies than SpacetimeDB.
With Spacetime, it’s basically a server and persistent in-memory database all in one. So you end up writing 2–3x less…
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