_Fantasticalistic_ stream tonight. We got our #SpacetimeDB server code properly tracking player state, and our #godot client properly rendering the location of the player and sending player movement updates back to the server!
This is all thanks to godot's commitment to modern #DotNet support, and, of course, SpacetimeDB's same!
On Thursday's stream, we should have a somewhat functional game that folks can come and play with me!
Going live RIGHT NOW to work on my little stream jam game!
The goal today will be to get the state of the game pulled up out of #SpacetimeDB and onto the screen.
I just a few short minutes (basically after this reboot) I'll be going live to work on my little stream jam game!
The goal today will be to get the state of the game pulled up out of #SpacetimeDB and onto the screen.
Going live to work on my little #StreamJam game! Check out the progress I've made so far in this post: https://hachyderm.io/@b4ux1t3/114626284240470509
Going live! Building a multiplayer jam game in #Godot using #SpacetimeDB!
Come for the Godot, stay for the warping of the very underpinnings of the universe!
#SpacetimeDB bug with #DotNet client generation in the latest version:
https://github.com/clockworklabs/SpacetimeDB/issues/2811
In any case, it's a really cool tech. If you haven't played with it, you totally should.
SpacetimeDB is an interesting new type of relational database that I haven't quite wrapped my head around yet.
It is designed for real time massive multiplayer games and uses some sort event sourcing (CRDTs?) but has many more potential use cases than just games.
It works particularly well with .NET and C#. So I have cleaned up and simplified the C# quickstart sample.