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Post #2 — What Game Engines Know About Data That Databases Forgot #241
nockawa
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Game servers sit at an uncomfortable intersection. They need the raw throughput of a game engine (tens of thousands of entities per tick) and the guarantees of a database (ACID transactions, durability, indexed queries). Today, teams pick one side and hack around the other. This post explains why those two worlds aren't as far apart as they look.
ECS and relational databases solved the same fundamental problem from opposite directions and ended up at structurally identical solutions: an "archetype" is a table, a "component" is a column, a "system" is a query. Typhon synthesizes both traditions — ECS-style contiguous component storage for game-engine speed, database-style per-component MVCC and indexed selective access for correctness and latency at scale. Three storage modes (Versioned, SingleVersion, Transient) let you pick per-component whether you want full MVCC history, current state only, or pure in-memory with no durability at all.
Read it: https://nockawa.github.io/blog/what-game-engines-know-about-data/
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