The thick and thin of blockchain gaming architectures

“Transactions will be sent to the collator nodes who hold the current game state and all previous history (cf. a full node). As the actions contained within an extrinsic could be complex a collator may should perhaps only perform a verification of the actions rather than be expected to calculate the full replay of the actions.”

Decentralised Tech Stack

Web 3.0 Tech Stack (Image source)

Monolithic — thick blockchain, thin game client

Decentralised Montholithic: all game logic is processed at layer 1
Video of Huntercoin from Day 1 to Day 32.
Games entirely inside a smart contract can still be monolithic.
A cute cat from CryptoKitties (image source)

Hybrid — thin blockchain, thick game client

Hybrid Architecture: off-chain game client and UI is minimally coupled to the blockchain
Age of Rust, an Enjin-powered game (image source)
Plasma Dog: An in-game shot I took while playing.

“In general our API is just a bridge for convenient retrieval of itmes and their state/properties from Ethereum blockchain. And of course there is a similar provider for Plasma. Mind that currently Plasma supports only ERC20 but we are working on NFT support.”

Layered — thin blockchain, thick game client

Decentralised layered. This time the UI must read the on-chain data to function.
Daniel from Xaya explains their architecture with little bit of the team’s history too
One of my screenshots from playing Taurion last night (currently pre-alpha)
An in-game screenshot of combat in 9C (see previous blog).

Concluding note….

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