Comment

Comment by fleabitdev

This engine uses a Redux-like architecture. You have a State type (containing data like "the position of the black kingside rook") and a stream of in-game actions (like "knight to F3"). Each action is handled by a pure function which converts the current State to a new State. You can either transmit State deltas from the server to the client, or just transmit the actions themselves (https://longwelwind.net/blog/networking-turn-based-game/).

This design makes it easy to implement optimistic updates, rollback, replays, automated testing, and recovery after a disconnection. It's a surprisingly good fit for UI, too; you can render simple games as a React component which takes the current State as one of its props.

However, a stream of context-free actions can be a really inconvenient representation for some games. The rules of a board game are often like the control flow of a computer program: you'll see branching, iteration, local variables, function calls, structured concurrency, and sometimes even race conditions and reentrancy. When you try to represent all of this logic as a State object, you're basically maintaining a snapshot of a "call stack" as plain data, and manually resuming that "program" whenever you handle an action. It doesn't seem ideal.

I've been sketching a board game engine which would represent the game logic as normal code instead. It seems promising, but it really needs a couple of language features which don't exist in the mainstream yet, like serialisation of suspended async functions.

parent fleabitdev 1 year ago

Discussion

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton