Clockwork Labs
@clockwork_labs
Creating beautiful machines. Currently working on https://bitcraftonline.com and https://spacetimedb.com
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@The_Lazy_Peon Yo you gotta give BitCraft Online a try! It's in early access, but I think it deserves a review atm. If they can get some more players in, that'll help get some more feedback! @clockwork_labs @BitCraftOnline
v1.9 adds project collaborators, and adds a bunch of improvements to TypeScript support Check out the release notes! github.com/clockworklabs/…
Today we're releasing Module Views! Module Views let you return and subscribe to values from functions. Check out the release notes! github.com/clockworklabs/…
That feel when someone plays 1,800 hours of your game❤️
Does your database go to the network card at all? You’re leaving 1000x (yes) performance delta on the table This is why SpacetimeDB can run anything, so you can run it all together
We crossed 18,000 stars on GitHub today! Thanks to the whole community for the excitement and support! github.com/clockworklabs/…
All SpacetimeDB services are up and available. 😉
TypeScript and JavaScript modules are finally here! With SpacetimeDB v1.6, you can now write front-end and back-end code in TypeScript with SpacetimeDB. SpacetimeDB now ships with the V8 JavaScript Engine. Check out the release notes: github.com/clockworklabs/…
Today we're releasing SpacetimeAuth, a first party auth provider and user manager for SpacetimeDB! Checkout the docs: spacetimedb.com/docs/spacetime…
I got to interview @TylerFCloutier from @spacetime_db, a way to build online games inside of a database. New video podcast is out now. :)
We're now shipping a new React SDK with built-in React hooks for your tables. Check out the release notes: github.com/clockworklabs/…
If you haven't seen, we've added React 🪝s
😅
You all asked for it (a lot), and now it's here! SpacetimeDB now officially supports Unreal Engine. Check out the release notes: github.com/clockworklabs/…
You all asked for it (a lot), and now it's here! SpacetimeDB now officially supports Unreal Engine. Check out the release notes: github.com/clockworklabs/…
The code that LLMs can write is becoming more and more ubiquitous, but the code that LLMs *can’t* write is becoming more and more valuable.
Let’s not forget @spacetime_db. Unlike @convex_dev , SpacetimeDB subscription queries are evaluated incrementally, rather than recomputing the whole query every time the inputs change. We scaled an MMORPG, so I don’t think it’s fair to say @convex_dev is the only db by a long…
Realtime subscriptions are the backend primitive of the future but Postgres LISTEN/NOTIFY doesn't scale. Afaik @convex_dev is the only db designed from the ground up for scalable consistent subscriptions on arbitrary queries.
Our MMO launched to Steam Early Access a day ago and shit went sideways immediately. Here's what happened, and here's how we fixed it.
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