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Show HN: SpaceBase - a New Realtime Spatial Data Store (paralleluniverse.co)
25 points by pron on March 21, 2012 | hide | past | favorite | 4 comments



Awesome stuff.

Which brings us to another important point: SpaceBase is built to scale. It scales gracefully across CPUs and across a computing grid. It scales so well that it allows building large shardless MMO games. In-fact, shardless MMO games and virtual worlds were one of the use-cases SpaceBase was specifically built to handle. (Distributed SpaceBase, or SpaceBase-on-a-grid is currently in the advanced stages of testing, and will be available for evaluation and purchase within a couple of months. The single-node, multi- and many- core deployment is available for evaluation right now!)


I can tell HN that in about a month we'll be open-sourcing the in-memory data grid that's at the heart of the SpaceBase grid. It's an IMDG different from all others, as it has some very unique performance characteristics that make it suitable for certain use-cases.


Can Spacebase support locations which are Parameterized in time? For example, could one have a solar system whose planets move according to equations based on GMT?


You would need to update the locations according to the equations yourself, so that at any given moment (if you update all of them in one atomic transaction), their locations are up to date. We have not yet seen a compelling reason to support spatiotemporal objects, but this is something we might consider.

Note, however, that SpaceBase truly shines when there is a large number of objects and a lot of queries/transactions.




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