<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Unity on AI VOID</title><link>https://ai-blog.noorshomelab.dev/tags/unity/</link><description>Recent content in Unity on AI VOID</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sat, 14 Mar 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://ai-blog.noorshomelab.dev/tags/unity/index.xml" rel="self" type="application/rss+xml"/><item><title>Chapter 8: Integrating with Frontends: Web Clients and Game Engines</title><link>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-8-frontend-integration/</link><pubDate>Sat, 14 Mar 2026 00:00:00 +0000</pubDate><guid>https://ai-blog.noorshomelab.dev/spacetime-db-guide-2026/chapter-8-frontend-integration/</guid><description>&lt;h2 id="introduction"&gt;Introduction&lt;/h2&gt;
&lt;p&gt;Welcome to Chapter 8! So far, we&amp;rsquo;ve explored the fascinating world of SpaceTimeDB, understanding its core concepts, how to define schemas, and how to implement server-side logic using reducers. We&amp;rsquo;ve built the &amp;ldquo;brain&amp;rdquo; of our real-time applications, where data lives and logic executes deterministically.&lt;/p&gt;
&lt;p&gt;But what&amp;rsquo;s a powerful backend without a beautiful and interactive frontend? This chapter is all about bridging that gap. We&amp;rsquo;ll dive deep into how your client applications—whether they&amp;rsquo;re web apps built with JavaScript/TypeScript or games developed with engines like Unity using C#—connect to SpaceTimeDB, subscribe to real-time data updates, and invoke your server-side reducers. By the end of this chapter, you&amp;rsquo;ll be able to bring your SpaceTimeDB-powered ideas to life with dynamic, real-time user interfaces.&lt;/p&gt;</description></item></channel></rss>