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RE: Blockchains should be designed like massively multiplayer games

With an blockchain based MMORPG you would really need to store the state every once in a while. Sure you can work out all the state changes, but that gets longer and longer each day you play.

So, the blockchain would need a state stored every day or every hour, or the game would need to have designed into it a sleep / camp state where all things are reset.

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No it wouldn't need to be included in the chain. You are talking about a snapshot of the shared memory file.

well I'll be, there's the LMAX / Chronicle Queue "motif" again, known and understood long before it was openly "published", by at least a few of us who've been "around the block" programming-wise. Must be why I repeatedly find myself so impressed with the work you've all done and how far you've managed to take it.

https://groups.google.com/forum/#!topic/java-chronicle/WlYKeP1FrsM

Blockchains should be designed as a log of user actions combined with deterministic logic for generating state, not a log of state changes.

That makes sense, why log something that is the engine+gameworld which is static, I don't understand how or why you reason that the state needs to be stored at such an interval when it could run in the back of the user actions like dan concluded, independent of them and it would be validated for consistency.

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