Speak at Bengaluru Systems meet-up
Call for talks & demos for monthly meet-ups
Mar 2026
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28 Sat 11:00 AM – 01:00 PM IST
29 Sun
Shubham Mishra
@shub45
Submitted Sep 8, 2026
Description:
Modern realtime systems are full of accidental complexity. APIs talking to databases, websocket servers managing state separately, caches trying to stay coherent, synchronization code everywhere, and endless coordination between layers that were never meant to work together in realtime.
This talk looks at a different approach through SpacetimeDB — a database that combines storage, server-side logic, and realtime networking into a single runtime. I’ll walk through what changes when compute lives next to the data instead of across the network, why this model works especially well for multiplayer and collaborative systems, Benchmark numbers, and what we learned while building MMO-scale infrastructure with a very small engineering team.
Takeaways:
A different way to think about backend architecture for multiplayer, collaborative, and realtime applications.
How colocating compute and data removes large amounts of backend coordination and synchronization complexity.
Target Audience:
Backend engineers, distributed systems engineers, multiplayer game developers, and teams building realtime or collaborative systems.
Bio:
Shubham Mishra is a developer at Clockwork Labs working on SpacetimeDB, a realtime database and application runtime built for multiplayer games and collaborative applications. Previously, he worked on Microsoft Azure. His interests include distributed systems, databases, and systems programming.
Github - https://github.com/Shubham8287
SpacetimeDB - https://github.com/clockworklabs/SpacetimeDB
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