What can game programming teach us about databases? (with Tyler Cloutier)
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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. And that makes the gaming world an interesting place for new ideas - under the hood they’re solving those same problems we face, but 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 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 built to be the underlying platform for their new MMORPG, BitCraft. 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 our programmers and data scientists’ lives easier. – SpaceTimeDB: https://spacetimedb.com/ BitCraft: https://bitcraftonline.com/ “4X games” defined: https://en.wikipedia.org/wiki/4X Plan 9 O.S.: https://en.wikipedia.org/wiki/Plan_9_from_Bell_Labs Tyler on LinkedIn: https://www.linkedin.com/in/tylercloutier/ Kris on Twitter: https://twitter.com/krisajenkins Kris on LinkedIn: https://www.linkedin.com/in/krisjenkins/ Kris on Mastodon: https://mastodon.social/@krisajenkins -- 0:00 Intro 1:41 Podcast 1:04:04 Outro #programming #podcast #softwaredevelopment #software #gamedev #gamedevelopment
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