Portable Open Game Protocol 0.0.3
Making games is hard. It shouldn't have to be.
Making games should feel like playing games.
Introducing the POG protocol
The POG Protocol defines language-neutral binary and json representations of Inputs and State.
Portable
-
prototype and playtest game logic in rust, c++, c# or typescript in the browser
-
compile your logic for unreal, unity, bevy, godot etc (WIP)
-
support online multiplayer by running your logic on a server or exchanging binary input payloads peer to peer
Open
-
input representations are based on web standards
-
state representations use open standards (WIP)
-
games that adopt the protocol can benefit from shared solutions for common functionality
Game
-
immersion during the development process is sacrosanct. making games feels like playing games.
-
memory management is baked in to the protocol
-
all the tools you use to build for mobile and console targets can be used with your pogp-compliant binary (WIP)
Goals
The goal of the POG protocol is to help create better games for players, to allow indie devs to effectively compete with AAA, and to reduce crunch globally.
If this sounds ambitious, just look at the development ecosystem for web and app developers.
Industry-wide adoption of the HTTP protocol and open source technologies like Linux leveled the playing field for web and app developers.
Shared solutions and common development environments saved everyone countless years of time-to-market and ushered in an era of innovation and enlightenment in developer experience.
I believe that in many ways, game development is still in the dark ages.
Why does it take most teams 3-4 years to get a game to market?
Yes, crafting compelling experiences takes time and is hard. But the average hollywood movie takes 2 years to create.
Yes, writing software takes time and is hard. But the average tech startup releases a first product in the first 6-12 months of development.
I believe that technical debt is the silent killer across our industry.
I believe that a lack of shared solutions is creating a barrier to entry for making games that excludes many voices.
I believe it's inhumane for us to subject ourselves to 30 second immersion-breaking compilation times every day for years of development.
I love games, and I hope that there can be a better world for developers and players of games.
Project Status
The Pog Protocol is in a pre-alpha state. The protocol itself is still being written, and client libraries do not yet exist beyond the demos in this repo.
For this to work for devs, we'll need domain experts contributing to client libraries for each major game engine and runtime environment.
If you are interested in contributing or adding an environment to the list, please open a github issue or drop me a line on discord nu11#1111 or neil at nullent.com
Game Logic Client Libraries
| language | dev environment | inputs | state | wasm support |
|---|---|---|---|---|
c# |
unity | OPEN | OPEN | OPEN |
c++ |
unreal | OPEN | OPEN | OPEN |
rust |
bevy | OPEN | OPEN | OPEN |
c# |
browser | OPEN | OPEN | OPEN |
c++ |
browser | OPEN | OPEN | OPEN |
rust |
browser | @ns | @ns | @ns |
typescript |
browser | @ns | @ns | @ns |
Rendering Client Libraries
| language | framework | environment | status |
|---|---|---|---|
c# |
unity | pc/mac/mobile/console | OPEN |
c++ |
unreal | pc/mac/mobile/console | OPEN |
rust |
bevy | pc/mac | OPEN |
swift |
xcode/autolayout | ios | OPEN |
typescript |
pixi.js | browser | @ns |
Contributors:
@ns - @neilsarkar
Why
Why would it be useful to write these pieces in different languages or run them in different engines?
Surely most devs / teams would prefer to write everything in one language and one framework (e.g. c++ with unreal, c# with unity, javascript with phaser, rust with bevy).
In practice, any given team will likely stick to the language(s) and framework(s) they're currently using. But the shared input and state representations will allow for greater portability and sharing of solutions.
Also the separation of logic and rendering will enable teams to scale their development better as the project size grows without having to embark on a costly rewrite when already behind schedule and over budget.
Interactive Examples (WIP)
https://pogp.gg/examples/pong (WIP)
Reference
Inputs
Inputs contain the state of the input at the current frame.
Whenever possible, representations are based on open standards.
Gamepad (a.k.a. Controller) Input
Gamepad Input
Gamepad input represents what's commonly called a "Controller".
We extend the open standard https://developer.mozilla.org/en-US/docs/Web/API/Gamepad with a standard for generic positional identifiers.
Binary Schema | Binary Example
Gamepad JSON Schema
type
- This will be an Input Type set to
gamepad
id
- The Gamepad.id of the gamepad
vendorId
- The vendor id of the gamepad.
productId
- The product id of the gamepad.
vendorName
- A human readable name for the vendor, e.g.
Nintendo,Microsoft,Sonyetc
productName
- A human readable name for the product, e.g.
Left joy-con,Xbox Series S,Dualshock 5
buttons
- An array of Button states
- label
- the text printed on the button, e.g.
Triangle,A,ZR
- the text printed on the button, e.g.
- value
- int representing the percentage depressed with four digits of precision
- touched
- boolean representing whether button is touched
- position
- string enum representing button position , e.g.
left-face-top,right-shoulder-front
- string enum representing button position , e.g.
- label
axes
- An array of
Axesstates- hand
- string enum representing hand intended to be used with joystick:
left|right|unknown
- string enum representing hand intended to be used with joystick:
- value
- an array of two signed longs representing the
xandyposition of the thumbstick
- an array of two signed longs representing the
- hand
Gamepad JSON Example
Gamepad Binary Schema
| data | example | type | index | length (bytes) |
|---|---|---|---|---|
type |
1 | byte (Input Type) |
0 | 1 |
buttons.length |
12 | uint16 |
1 | 2 |
axes.length |
12 | uint16 |
3 | 2 |
buttons |
[Button, Button] | Button | 5 | 69 * buttons.length |
axes |
[Axes, Axes] | Axes | 5 + (69 * buttons.length) |
129 * axes.length |
Gamepad Button Binary Schema
| data | example | type | index | length (bytes) |
|---|---|---|---|---|
position |
2 | byte (ButtonPosition) |
0 | 1 |
value |
100000 | uint32 |
1 | 4 |
label |
"A" |
string |
5 | 64 |
Gamepad Axes Binary Schema
| data | example | type | index | length (bytes) |
|---|---|---|---|---|
hand |
1 | byte (Hand) |
0 | 1 |
x |
100000 | int64 |
1 | 64 |
y |
100000 | int64 |
65 | 64 |
Keyboard Input
Keyboard keys are represented using the w3 standard, supporting standard 101, Korean, Brazilian and Japanese keyboards.
https://www.toptal.com/developers/keycode
https://www.w3.org/TR/uievents-code/#keyboard-mac
| data | type | byte index | bit index |
|---|---|---|---|
Null |
bool |
0 | 0 |
ArrowDown |
bool |
0 | 1 |
ArrowLeft |
bool |
0 | 2 |
ArrowRight |
bool |
0 | 3 |
ArrowUp |
bool |
0 | 4 |
Backspace |
bool |
0 | 5 |
Tab |
bool |
0 | 6 |
CapsLock |
bool |
0 | 7 |
Enter |
bool |
1 | 0 |
ShiftLeft |
bool |
1 | 1 |
ShiftRight |
bool |
1 | 2 |
ControlLeft |
bool |
1 | 3 |
MetaLeft |
bool |
1 | 4 |
AltLeft |
bool |
1 | 5 |
Space |
bool |
1 | 6 |
AltRight |
bool |
1 | 7 |
MetaRight |
bool |
2 | 0 |
| ... | bool |
... | ... |
IntlRo |
bool |
9 | 4 |
Touch Input (WIP)
Mouse Input (WIP)
Custom (WIP)
State (WIP)
Game state represents the state of the game. This is going to be custom for each game.
int is short for int32
The json state will exist in both the logic and the renderer, so object structures are not shared, only the values
| data | example | type | index | length (bytes) |
|---|---|---|---|---|
pog major version |
0 | int |
0 | 4 |
pog minor version |
1 | int |
4 | 4 |
* fields are done alphabetically
* vectors and fixed length structs are inline
* arrays, lists and dictionaries are represented as an integer of their total length
* array, list and dictionary reading happens after reading the primitives in the state
* strings are utf32 encoded
tic tac toe example:
// fields
uint 9 // length of array
// arrays, lists and dictionaries
ubyte 0 // top left
ubyte 0 // top middle
ubyte 0 // top right
ubyte 0 // middle left
ubyte 2 // middle middle
ubyte 1 // bottom left
ubyte 0 // bottom middle
ubyte 0 // bottom right
pong example:
{
isGameOver: false,
player1: {
position: [0, 100],
score: 1
}
player2: {
position: [100,-100],
score: 0
},
ball: {
position: [50, 50]
}
}
Client libraries:
(json schema) => file of native object
(binary data, json schema) => native object
(native object, json schema) => binary data
e.g. csharp
public static string StateFile(string json, string path) {
// outputs a .cs file to path that has the structure of the json file
}
Button Position Enum
| value | name | example (xbox one) |
|---|---|---|
| 0 | null |
|
| 1 | left-face-top |
dpad up |
| 2 | left-face-right |
dpad right |
| 3 | left-face-bottom |
dpad down |
| 4 | left-face-left |
dpad left |
| 5 | left-shoulder-front |
LB |
| 6 | left-shoulder-back |
LT |
| 7 | left-thumbstick |
L3 |
| 8 | right-face-top |
Y |
| 9 | right-face-right |
B |
| 10 | right-face-bottom |
A |
| 11 | right-face-left |
X |
| 12 | right-shoulder-front |
RB |
| 13 | right-shoulder-back |
RT |
| 14 | right-thumbstick |
R3 |
| 15 | middle |
Xbox Button |
| 16 | middle-left |
View Button |
| 17 | middle-right |
Menu Button |
Input Type Enum
| value | name |
|---|---|
| 0 | null |
| 1 | gamepad |
| 2 | touch |
| 3 | mouse |
| 4 | keyboard |
| 5 | custom |
Hand Enum
| value | name |
|---|---|
| 0 | null |
| 1 | left |
| 2 | right |
Key Enum
| value | name |
|---|---|
| 0 | Null |
| 1 | ArrowDown |
| 2 | ArrowLeft |
| 3 | ArrowRight |
| 4 | ArrowUp |
| 5 | Backspace |
| 6 | Tab |
| 7 | CapsLock |
| 8 | Enter |
| 9 | ShiftLeft |
| 10 | ShiftRight |
| 11 | ControlLeft |
| 12 | MetaLeft |
| 13 | AltLeft |
| 14 | Space |
| 15 | AltRight |
| 16 | MetaRight |
| 17 | ContextMenu |
| 18 | ControlRight |
| 19 | Backquote |
| 20 | Digit1 |
| 21 | Digit2 |
| 22 | Digit3 |
| 23 | Digit4 |
| 24 | Digit5 |
| 25 | Digit6 |
| 26 | Digit7 |
| 27 | Digit8 |
| 28 | Digit9 |
| 29 | Digit0 |
| 30 | Minus |
| 31 | Equal |
| 32 | IntlYen |
| 33 | KeyQ |
| 34 | KeyW |
| 35 | KeyE |
| 36 | KeyR |
| 37 | KeyT |
| 38 | KeyY |
| 39 | KeyU |
| 40 | KeyI |
| 41 | KeyO |
| 42 | KeyP |
| 43 | BracketLeft |
| 44 | BracketRight |
| 45 | Backslash |
| 46 | KeyA |
| 47 | KeyS |
| 48 | KeyD |
| 49 | KeyF |
| 50 | KeyG |
| 51 | KeyH |
| 52 | KeyJ |
| 53 | KeyK |
| 54 | KeyL |
| 55 | Semicolon |
| 56 | Quote |
| 57 | IntlBackslash |
| 58 | KeyZ |
| 59 | KeyX |
| 60 | KeyC |
| 61 | KeyV |
| 62 | KeyB |
| 63 | KeyN |
| 64 | KeyM |
| 65 | Comma |
| 66 | Period |
| 67 | Slash |
| 68 | IntlRo |