What happens inside a video game? Well pixels, framerates & physics and all that. 😅
But beneath that, there's a lot of familiar networking, data management and scaling problems. What can we learn from their solutions?
🎧 https://open.spotify.com/episode/0y4UwSYax0TWaimvrJhmDG
📺 https://youtu.be/roEsJcQYjd8
What can game programming teach us about databases? (with Tyler Cloutier)
Listen to this episode from Developer Voices on Spotify. The world of game programming might seem a million miles away from regular programming. But they still have to deal with the same kinds of data, scale and concurrency problems that we’re all familiar with in the software world. What makes games interesting, is that under the hood they’re solving those same problems, often with some novel ideas about the solutions.So this week we’re off to the massive open world that is game development, to see what we can learn that might make our programming lives easier in the non-gaming space. Joining us for that is Tyler Cloutier, the founder of Clockwork Labs. They’re building SpaceTimeDB, a curiously-distributed database to be the platform underlying their new MMORPG BitCraft. In digging down into the architecture of SpaceTimeDB we pick Tyler’s brain for nuggets of information on event sourcing, request/response vs. subscriptions, transactions, security and much more. All in an effort to make the programmers and data scientists’ lives easier.--SpaceTimeDB: https://spacetimedb.com/BitCraft: https://bitcraftonline.com/“4X games” defined: https://en.wikipedia.org/wiki/4XPlan 9 O.S.: https://en.wikipedia.org/wiki/Plan_9_from_Bell_LabsTyler on LinkedIn: https://www.linkedin.com/in/tylercloutier/Kris on Twitter: https://twitter.com/krisajenkinsKris on LinkedIn: https://www.linkedin.com/in/krisjenkins/Kris on Mastodon: https://mastodon.social/@krisajenkins
