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There's a lot of things spacetimedb can simplify in our game, particularly because our game is, on an abstract level, just a bunch of actors sending messages to update the state of one another, running on scripts that'll eventually be shifting to be wasm modules instead. The game already uses an actor system, but suffers greatly in performance from the separation of the logic and the data storage.
Crucially, the game is singleplayer + local multiplayer capable, much like (vanilla) Minecraft where every client is shipped with the capability of setting up a server. And the game is meant to be 'modded' by nature, so sandboxing of user content is a necessity as much as it'd be a headache in the future.
The question then: is there any plans or existing solutions for a locally set-up, minimal server that can allow for such cases without having to, for example, include prebuilt binaries? and that stores the database itself into a local file. Much like SQLite is to SQL.
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There's a lot of things spacetimedb can simplify in our game, particularly because our game is, on an abstract level, just a bunch of actors sending messages to update the state of one another, running on scripts that'll eventually be shifting to be wasm modules instead. The game already uses an actor system, but suffers greatly in performance from the separation of the logic and the data storage.
Crucially, the game is singleplayer + local multiplayer capable, much like (vanilla) Minecraft where every client is shipped with the capability of setting up a server. And the game is meant to be 'modded' by nature, so sandboxing of user content is a necessity as much as it'd be a headache in the future.
The question then: is there any plans or existing solutions for a locally set-up, minimal server that can allow for such cases without having to, for example, include prebuilt binaries? and that stores the database itself into a local file. Much like SQLite is to SQL.
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