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Introducing VoltDB 3.0

Tuesday, January 22, 2013 - 12:00am

written by John Piekos on January 22, 2013

The VoltDB engineering team is thrilled to announce that VoltDB 3.0 is now available!  Over the past six months we’ve added a ton of features to VoltDB 3.0. This blog post lists the highlights, but that just scratches the surface. Look for future blog posts to dive into specific areas of version 3 functionality.

So let’s jump into what’s new in VoltDB 3.0…

Even Faster

VoltDB 3.0 has lower latency and more throughput than the VoltDB v2.x release.

JSON in VoltDB

Tuesday, February 5, 2013 - 12:00am

VoltDB 3.0 introduces the use of JSON-encoded columns to allow more flexibility in how you structure and interact with your data. New SQL functions and index capabilities let you work more naturally with JSON data while maintaining the efficiency and transactional consistency of a relational database.

How? A VoltDB JSON Example

Let’s assume that you want to implement a single sign-on (SSO) application using VoltDB.  You wish to store the login session for a set of different online sites under a common username.

VoltDB client for the Go Language

Monday, October 29, 2012 - 12:00am

written by Ryan Betts on October 29, 2012 

A while ago I published my Go VoltDB driver to github (  I wrote the driver for three reasons: to learn and write a little go; to be able to test and script against VoltDB using go; and to experiment with some different VoltDB client patterns.

We, and the community, have written several production quality drivers for VoltDB (available at The go driver, however, has not been tested for production use.

With caveats complete, what’s up with voltdbgo?

Firstly, it only supports

VoltDB Real-Time Analytics with JSON

Thursday, October 3, 2013 - 12:00am

written by John Piekos on October 3, 2013

Consider the scenario where you are building an online multi-player game platform, where users can use the platform to create their own games.  Such a platform would have the following high-level requirements:

  1. It needs to be able to process tens of thousands of write transactions, game state changes, per second.  As each player makes a “move” or “action”, that needs to be recorded.
  2. It needs to be able to query player status and ranking.