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161 changes: 161 additions & 0 deletions docs/BACKLOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -1147,6 +1147,167 @@ within each priority tier.
ClickHouse, Feldera. Priority post-v1 — v1 ships
row-oriented Spine first, columnar follows.

- [ ] **Server Meshing + SpacetimeDB — deep research on
cross-shard communication patterns for Zeta's multi-node
DB backend; game-industry competitive angle.** Aaron
Otto-180 directive: *"also backlog server mesh from star
citizen, our db backend when we shard it should support
this style of cross shard communication like server mesh,
it's amamzing actually, i think space time db is similar
too or not it might be orthogonal but we want to support
these use cases in our backend too. do deep reserach
here, this could get us lots of customers in the game
industruy if we can compete with server mess/space time
db"*.

**CIG / RSI attribution context (Aaron supplied):**
Cloud Imperium Games (CIG) develops Star Citizen +
Squadron 42. Roberts Space Industries (RSI) is CIG's
publishing / marketing / official-web subsidiary (also
an in-game ship manufacturer in the lore). Founded
April 2012 by Chris Roberts (Wing Commander series).
Multiple studios including Cloud Imperium Games Texas
LLC + Foundry 42 drive persistent-universe development.
Crowdfunded MMO; immersive first-person space
simulator.

**Two architectures to research (likely orthogonal per
Aaron's correct intuition):**

1. **Server Meshing (CIG / Star Citizen).** Distributed
simulation across multiple game servers that stitch
together a single persistent universe. Entities /
state / physics propagate across server boundaries
as players move between meshed servers; authority
over entities hands off between servers
transparently. Public sources: CIG "Inside Star
Citizen" video series, Star Citizen Wiki, Cloud
Imperium engineering blog posts, RSI comm-links.
Dynamic Server Meshing (the full vision) as opposed
to Static Server Meshing (the incremental milestone
CIG has been shipping) — both need research.

2. **SpacetimeDB (Clockwork Labs).** Relational DB +
game-server hybrid. Server logic lives inside the
DB as "reducers" (stored-procedure-like functions);
clients connect directly to the DB which runs
authoritative game logic + persistence. Pitch: no
separate game server; "the database IS the server."
Claims: 1000x cheaper + faster than traditional MMO
backend architecture. Open-source at
`clockworklabs/SpacetimeDB`.

**Why orthogonal:** Server Meshing is horizontal-
scaling across many game servers; SpacetimeDB is
vertical-integration of DB-plus-server into one
process. Both solve the same problem (MMO-scale
persistent-state-plus-low-latency-gameplay) but at
different architectural layers. Zeta's DBSP substrate
could in principle support EITHER pattern (or both):

- Zeta-as-SpacetimeDB-analog: DBSP operators as
reducer-equivalents; retraction-native algebra
handles client rollbacks cleanly.
- Zeta-as-Server-Meshing-substrate: the sharding
layer (when it graduates from current single-node)
carries the cross-shard entity-handoff + state-
propagation semantics natively because Zeta events
are already signed-weight ZSet deltas.

**Competitive differentiator for Zeta:**

- **Retraction-native semantics.** Both Server Meshing
and SpacetimeDB have to solve "what happens when an
authoritative server decides a past event didn't
happen" (lag compensation, rollback netcode, failed
transactions). Zeta's retraction-native algebra
answers this natively by design, not as a bolted-
on correction layer.
- **Time-travel queries** (from the Bitemporal row
above) compose with persistent-universe debugging
/ replay / match-review.
- **Columnar storage** (adjacent row above) serves
analytics workloads (telemetry, economy metrics,
balance data) that game studios pay serious money
for.

**Research deliverable:**
`docs/research/server-meshing-spacetimedb-comparison-zeta-sharding-fit.md`.
Deep dive with sections:

1. Server Meshing architecture (static vs dynamic,
entity handoff mechanics, state-replication model,
known failure modes, public roadmap).
2. SpacetimeDB architecture (reducer model, Wasm
execution, replication strategy, subscription
model, pricing model).
3. Zeta sharding design-fit: how DBSP + retraction
+ ZSet-algebra compose with each pattern.
4. Competitive positioning: which game-industry
customer segments would prefer each pattern +
where Zeta's differentiators (retraction-native,
columnar, bitemporal, F#/.NET ecosystem) win.
5. Integration scenarios: "Zeta beneath
SpacetimeDB" (Zeta as the DBSP engine under
SpacetimeDB's reducer interface) vs "Zeta
replaces SpacetimeDB" vs "Zeta + Server Meshing
layer" — non-exhaustive.

**Customer-industry angle (Aaron's framing):**
*"this could get us lots of customers in the game
industruy if we can compete with server mess/space
time db"*. Game-industry buyers care about
persistent-universe scale, anti-cheat (deterministic
replay under retraction is a natural win), economy
simulation, and per-region latency. Zeta's
differentiators map onto all four. Research memo
should surface 3-5 named studio-types
(MMO developers / simulation games / competitive
esports / mobile persistent / VR-social) with
specific value propositions per segment.

**IP discipline (unchanged from Otto-175c pattern).**
Research uses public-domain framing ONLY; Star-Citizen
and SpacetimeDB names appear here and in the research
memo as industry-landscape references (reviewer /
comparison targets), NOT as factory-adoption of those
marks. Specifically:

- No ingestion of Cloud Imperium Games proprietary
content (leaked dev blogs, non-public design docs,
closed-beta material). Public content — Inside-Star-
Citizen videos, RSI-Comm-Link blog posts, published
marketing + roadmap — is research-permitted.
- No ingestion of SpacetimeDB proprietary code or docs
beyond what's published under their Apache-2 license
at `clockworklabs/SpacetimeDB`. Public code study +
architecture-paper reading is research-permitted.
study is fine).
Comment on lines +1281 to +1285
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Copilot AI Apr 24, 2026

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Wording in the SpacetimeDB IP-discipline bullet is internally inconsistent: it says "SpacetimeDB proprietary code" but the next clause frames the allowed scope as the public Apache-2 repo. Consider rephrasing to "non-public/private SpacetimeDB materials" (and explicitly allow Apache-2 repo + published docs) to avoid implying the Apache-2 code is proprietary.

Suggested change
- No ingestion of SpacetimeDB proprietary code or docs
beyond what's published under their Apache-2 license
at `clockworklabs/SpacetimeDB`. Public code study +
architecture-paper reading is research-permitted.
study is fine).
- No ingestion of non-public/private SpacetimeDB
materials. Public Apache-2-licensed code at
`clockworklabs/SpacetimeDB`, plus published docs and
architecture-paper reading, is research-permitted.

Copilot uses AI. Check for mistakes.
- No positioning of factory as CIG-adjacent or
SpacetimeDB-adjacent in public branding;
technical-substrate comparison is permitted as
engineering-landscape reference.
- No reproduction of paid industry-analyst reports
(Gartner / Forrester MMO-infra coverage, if any)
without licensed access.

**Priority P2 research-grade** (post-v1 scope; single-
node Zeta ships first; multi-node + sharding follow);
effort L (deep comparative architecture research) +
L (subsequent design ADR when sharding graduates).
Composes with: the existing Bitemporal row (above) +
Columnar storage row (above) + Pluggable wire-
protocol row (around line 830) + Regular-database
façade row (above) + Otto-175c starship-franchise-
mapping row (Star Citizen thematic research row
filed in PR #351; landed on main). Waits on Zeta
Comment on lines +1300 to +1303
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The cross-reference Pluggable wire-protocol row (around line 830) is out of date: that row currently starts at line 1056 in this file. Suggest either updating the line number to the current location or replacing the fragile line-number reference with a stable identifier (e.g., the row title) to avoid repeated drift as BACKLOG.md grows.

Suggested change
protocol row (around line 830) + Regular-database
façade row (above) + Otto-175c starship-franchise-
mapping row (Star Citizen thematic research row
filed in PR #351; landed on main). Waits on Zeta
protocol row (above) + Regular-database façade row
(above) + Otto-175c starship-franchise-mapping row
(Star Citizen thematic research row filed in PR
#351; landed on main). Waits on Zeta

Copilot uses AI. Check for mistakes.
multi-node foundation (currently unshipped; prior
Amara ferries referencing the multi-node future (the
11th-ferry-Temporal-Coordination-Detection + 12th-
ferry-Executive-Summary cross-references) are the
relevant priors; both are pending absorb (not yet
landed under `docs/aurora/`).
Comment on lines +1305 to +1309
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The references to 11th-ferry-Temporal-Coordination-Detection and 12th-ferry-Executive-Summary don’t resolve to any existing docs under docs/aurora/ in the repo. Please either link to the concrete existing Amara ferry docs you mean (file paths) or remove/rename these identifiers so the backlog entry doesn’t contain dangling xrefs.

Suggested change
Amara ferries referencing the multi-node future (the
11th-ferry-Temporal-Coordination-Detection + 12th-
ferry-Executive-Summary cross-references) are the
relevant priors; both are pending absorb (not yet
landed under `docs/aurora/`).
Amara ferry material referencing the multi-node
future is the relevant prior, but that material is
still pending absorb and has not yet landed under
`docs/aurora/`).

Copilot uses AI. Check for mistakes.

## P1 — Factory / static-analysis / tooling (round-33 surface)

- [ ] **Secret-handoff protocol — env-var default + password-
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