Porting Dark Forest to MUD - MUD Day Demo
Devcon 7 · 14 Nov 2024 · 3:43
ddy demonstrates porting Dark Forest, the zero-knowledge space-exploration game, onto the MUD onchain game framework in a MUD Day session at Devcon 7. The talk walks through what changes when an existing autonomous world moves its onchain state onto the MUD framework, from data structures to game logic. It offers a concrete case study in migrating an established Ethereum game onto shared onchain-gaming infrastructure.
Speakers
Topics
From Devcon 7, hosted by Ethereum Foundation.
Transcript
[Music] [Music] uh hello I'm di from di account team recently we heard dark for down mod uh actually I think everyone knows dark for already so I just want to highlight that we have active Community Development ecosystem so uh for our team at first before uh the uh during 2021 2022 we play do first uh building plugin and build ecosystem project based on game however uh in early 2023 we begin to maintain a community maintain version called do first Aros we actually uh build for about one and a half years
introduced a lot of new features for example new artifacts uh Union system and updated Z circuits okay and the new car is unfold here we uh uh we uh we begin to develop a dark first model uh beginning the summer uh luckily the mod is very developer user friendly so we maintain the cor functions in two months Okay the reason is that we want to lower the barrier for developers okay here's the screenshot if you play the P round you will realize that the clown side is the same that's true the game interface remain unchanged the plugins API remain unchange however the underly structure will reflect a lot and there are three
things I want to highlight the first is the variable t syst uh rate tick system uh before all the gamees state update based on block time uh however uh we update it to all game logic update based on tick instead of block time then we can attri that game post and resum and we can uh adjust the game State update speed during the game is on uh actually here here has a one minute demo but uh the time is limited so you can feel uh I uh yes I will go to another slid uh just uh to show we can change the tick rate as you can see in the plugins uh is
admin control plugins we can CH make the game uh PA on pause and change the ticker rate uh when we set a low tick rate the time the time become very high and the second I want to highlight for our project is that we try to uh make Innovation for data uh data structures we just keep thinking how we build a set of protocols to support richual game content will uh fully leverage scalability and composability here is the answer uh we we try divide the whole game into PL uh Planet players and artifacts and the mark question uh question mark uh is where we can find and explore the composability uh
actually uh we can introduce more entities protocols later and uh uh yeah uh the the center is our Project logo yeah and uh uh the third part is that uh uh before composability is based on data however we want to introduce uh the logic we can uh make the logic and the data have a uh have a strong strong connection as you can say we can different functions can be added to creation activat and The Disappearance of uh artifact uh and uh players can even uh can create his own artifacts uh uh which means uh players can joy in the development uh yeah that's the that's
our three highlight Parts uh that's and thank you that's all uh