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A physics engine with incremental rollback for multiplayer games

easel.games

41–46 of 46 posts

Re: A physics engine with incremental rollback for multiplayer games

#41

This looks great - how much of it is open source, could I host it all myself? wouldn't be interested in investing any time learning if I'm locked in to hosting on some else's hardware.

I would LOVE to one day make a source-available standalone license for Easel that you can run on your own server! I just have a bunch of problems to solve to get there before it’s ready. 1. The people who really love Easel right now are teenagers who have mastered Scratch and are looking for more. Expert game devs who come from Unity or other programming languages find it’s missing some capability they really want an…

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Re: A physics engine with incremental rollback for multiplayer games

#42
post #29

Earlier quoted context omitted.

Vendor lock-in with a monthly subscription where the price can change at any moment or the company may disappear along with your product. I wouldn't build my business on that.

I would love to make a license where you could export and then you can run it forever yourself on your own server! It’s not because I don’t want to do these things, it’s just I’m one person and I never get the time to do everything I would like to do.

Yea I get that, I still wouldn't want to invest a serious amount of time on a product to build on such a platform. Best of luck though maybe it still works as a business.

Re: A physics engine with incremental rollback for multiplayer games

#43
Very cool! Thanks for the detailed tech blog explainer.

Some, hopefully constructive, feedback:

- You mention "other games" several times. It would be so much more interesting to read, if you named them. Your readers may know that game but have no knowledge about those under the hood details. Like the user wordpad, I immediately thought about Planetary Annihilation when I saw rollback and multiplayer.

- Your landing page needs an easy to grasp "About" / "What is this" section. I'm more or less familiar with several popular game engines (Unity, HL, Source, Unreal, Godot, Spring etc) and never heard of yours before. Even after clicking around a bit on your website, I still had almost no idea what your engine (or is it a language?? [1]) can, and more importantly, can not do. I mostly went by the screenshots of the game examples shown and concluded that it is a 2D engine with simple graphics. Wikipedia [2] and web search were not that helpful either, so I had to resort to an LLM [3].

[1] https://easel.games/docs/learn/key-concepts "Easel is a unique programming language with some unusual features." [2] https://en.wikipedia.org/wiki/Easel [3] https://search.brave.com/ask says "No, Easel is not a 3D game engine. It is a web-based game engine specifically designed for creating 2D multiplayer games without the developer needing to code the networking or server infrastructure"

Re: A physics engine with incremental rollback for multiplayer games

#44
post #43

Very cool! Thanks for the detailed tech blog explainer. Some, hopefully constructive, feedback: - You mention "other games" several times. It would be so much more interesting to read, if you named them. Your readers may know that game but have no knowledge about those under the hood details. Like the user wordpad , I immediately thought about Planetary Annihilation when I saw rollback and multiplayer. - Your landing…

That is helpful feedback, thank you, yes all things I can work on in the future! Thanks for taking the time to write this up.

Re: A physics engine with incremental rollback for multiplayer games

#45
The comparison to Rapier and Box2D is interesting. Most physics engines assume you're simulating the whole world every frame. For rollback multiplayer, that's death. Snapshotting only what changes is obvious in hindsight but nobody did it. This feels like one of those ideas that will become standard in five years.
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