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cloutiertyler commented on Design Pressure: The Invisible Hand That Shapes Your Code   hynek.me/talks/design-pre... · Posted by u/NeutralForest
jiggawatts · 4 months ago
After decades of experience, I'm starting to acquire a notion that most of modern web app development is simply the obstinate refusal to put the code where it really belongs: inside the database engine.

Impedance mismatch, ORM, type generators, query parameterisation, async, etc... all stem from treating data as this "external" thing instead of the beating heart of the application.

It terrifies me to say this, but sooner or later someone is going to cook up a JavaScript database engine that also has web capability, along with a native client-side cache component... and then it'll be curtains for traditional databases.

Oh, the performance will be atrocious and grey-bearded wise old men will waggle their fingers in warning, but nobody will care. It'll be simple, consistent, integrated, and productive.

cloutiertyler · 3 months ago
Let me introduce to you Convex.

https://www.convex.dev/

Disclaimer: I am the developer of SpacetimeDB which is spiritually similar. We absolutely intend to run client side as well. We need to for client side prediction. And eventually we’ll probably do web rendering at some point as well.

cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
pianoben · 5 months ago
The website and naming (and product space, sorta) remind me a lot of Parallel Universe. Any direct inspiration there, or shared personnel?
cloutiertyler · 5 months ago
I haven't heard of Parallel Universe. What is it?
cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
cmrdporcupine · 5 months ago
Hey Tyler; looking back I think maybe a better language than "reducers" etc would have been to just something analogous to the ECS term "systems", which I understand to be "processes that operate on entities / components" and always seemed overly general and non-specific to me but at least is familiar to game programmers operating in data driven design.

You may recall I was partial to the term "verb" :-)

cloutiertyler · 5 months ago
I think that's very fair, we've got quite a lot of momentum behind reducers at this point though. That doesn't make it a good, name but it is a sticky one.

"mutation" may also have been a good choice?

cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
hesdeadjim · 5 months ago
$0.28/gb for net traffic on the Maincloud is pretty brutal.
cloutiertyler · 5 months ago
We want to dial these numbers in, but we have to err on the side of too high, because it's easier to lower prices than to raise them. We want to bring it down as low as we possibly can.
cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
gafferongames · 5 months ago
[flagged]
cloutiertyler · 5 months ago
Ah you mean like implementing UDP and supporting complex lag masking netcode before we have to?
cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
cmrdporcupine · 5 months ago
There was a lot of crypto-adjacent talk in earlier versions of their marketing and product design. Without it actually being anything actually crypto-adjacent. Analogies drawn to ethereum etc concepts, I guess because they figured somehow there was an audience that would get those references and it would allow them to understand the product better?

I have no idea why. I was hired to work on very early versions of it, and left very early on in part because I wanted nothing to do with that angle. IMO it's a liability.

cloutiertyler · 5 months ago
Oh it's you! Sorry cmrdporcupine! I didn't see.
cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
cmrdporcupine · 5 months ago
There was a lot of crypto-adjacent talk in earlier versions of their marketing and product design. Without it actually being anything actually crypto-adjacent. Analogies drawn to ethereum etc concepts, I guess because they figured somehow there was an audience that would get those references and it would allow them to understand the product better?

I have no idea why. I was hired to work on very early versions of it, and left very early on in part because I wanted nothing to do with that angle. IMO it's a liability.

cloutiertyler · 5 months ago
It had nothing to do with marketing, it was because conceptually stored procedures are similar to smart-contracts and share technical aspects. We thought engineers would find the similarities interesting. Instead they immediately assumed we were shilling tokens, so we pulled it down.

Kind of sad that people can't see past that, but I also understand. It is what it is.

cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
cloutiertyler · 5 months ago
For what it's worth, BitCraft currently ships with client-side prediction. It's just not built into SpacetimeDB yet.

It's relatively simple, but "The SpacetimeDB devs have not yet shipped a game using client-side prediction techniques", is not correct.

cloutiertyler commented on SpacetimeDB   spacetimedb.com/... · Posted by u/matthewfcarlson
gafferongames · 5 months ago
How can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?
cloutiertyler · 5 months ago
I'd be happy to schedule a chat to talk with you about our plans if you'd like! I'd love to get your thoughts.

u/cloutiertyler

KarmaCake day233September 17, 2014View Original