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"Database-Oriented Design": Why We Built Our MMORPG Inside a Database (Presented by SpacetimeDB)
Why build an MMORPG backend entirely inside a database? What does that even mean?nnIn this session, attendees will learn why the developers of BitCraft, a large-scale, survival crafting MMORPG built the game's backend entirely within SpacetimeDB, a relational database system complete with ACID transactions. The developers review the current state of the art in MMORPG backend architecture, breakdown misconceptions about the real-time performance of databases, and reveal how RDBMS + WebAssembly can massively simplify the development and deployment of large scale multiplayer games.nnWhat at first seems like a completely unhinged idea slowly transforms into a logical and natural extension of data-oriented design and ECS. Attendees will learn why database-oriented design offers unique advantages for MMORPGs and how it enables indie devs to build MMOs by simplifying the development through advanced techniques in databases like incremental query evaluation for real-time client updates or multi-version concurrency control.nnWhether you're building your own online game or rethinking backend systems, this session provides insights and inspiration for using modern database technology in game development.
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