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#csharp

40 posts22 participants0 posts today

SpacetimeDB is an interesting new type of relational database that I haven't quite wrapped my head around yet.

It is designed for real time massive multiplayer games and uses some sort event sourcing (CRDTs?) but has many more potential use cases than just games.

It works particularly well with .NET and C#. So I have cleaned up and simplified the C# quickstart sample.

github.com/bitbonk/spacetime-q

Continued thread

#GameDev #FreeCode #Godot #CSharp If anyone wants to play with this, the code is here:

github.com/IanBadcoe/SubD_Test

(to be precise, that is the test project which has the real repo as a sub-module)

Semi-polished and moderately tested, there are some awkward corners...

The features are:
- build-control-mesh from cubes (lame)
- build-control-mesh from "cylinders" (prisms)
-- radius, roll, pitch, yaw for each section
-- set edges/verts sharp, or tag them for later retrieval
-- add holes, set their edges sharp or tag them
- normals for all polys/edges/faces

Omissions:
- no UVs yet
- there is a ton of Linq used, it works for me in editor, but may give GC stalls if used a lot in game...

Further work:
- I want to add a feature beyond "holes" where I can turn a hole into a "socket" into which another surface could be plugged, producing side-branches...
- if performance is a problem, rewrite in C++...

Talk to me if you need anything. I do bite, but I am (on average) a long, long way away from you 😄