Found this super interesting. This website builds a wiki article about the architecture of open source GitHub projects. Seems super useful for getting a quick idea of how an application is put together.
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.
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.
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.
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.
TODO does not imply no plan or that we haven't thought deeply about the problem. Prioritization is imperative when you're building an MMORPG and a new database with a small team for both.
We can and plan to handle the complex lag masking netcode as well. We've just focused so far on games that don't need very sophisticated lag compensation
It scales much the same way that Erlang/BEAM scales. Each database is an actor in a distributed actor system. That's how we operate BitCraft, however we haven't released inter-module communication (IMC) to the wider world yet.
1. Server <> client sync is handled for you
2. Server <> database sync is eliminated
3. Deployment is super easy because you just upload your wasm module to the database, and SpacetimeDB schedules it (similar to Kubernetes honestly, but at a different level of the stack)