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What can game programming teach us about databases? (with Tyler Cloutier)

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Manage episode 395959651 series 3476072
Content provided by Kris Jenkins. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Kris Jenkins or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

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.
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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
--
#programming #podcast #softwaredevelopment #software #gamedev #gamedevelopment

  continue reading

64 episodes

Artwork
iconShare
 
Manage episode 395959651 series 3476072
Content provided by Kris Jenkins. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Kris Jenkins or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

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
--
#programming #podcast #softwaredevelopment #software #gamedev #gamedevelopment

  continue reading

64 episodes

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