Portable Open Game Protocol 0.0.19
Making games should feel like playing games.
Introducing the POG protocol
The POG Protocol defines language-neutral binary representations of Inputs and State.
This allows us to create a portable game loop that can be run in browser or any major game engine.
Portable
-
browser - use wasm to prototype and playtest with hot reloading
-
standalone / mobile / console - use ffi to bring your game loop into any game engine
-
online multiplayer - run your game loop on any web server or exchange pogp binary input 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.
-
the POG protocol is designed to be zero-copy, zero-alloc per frame
-
you can continue to use and benefit from all the great game making tools and rendering you use today for mobile, browser, standalone and console targets
Goals
The goal of the POG protocol is to help create better games for players, to make game development more accessible, and to reduce crunch.
The goal is for anyone familiar with basic software development to create a game using the protocol today, using the languages and tools they're already familiar with.
Web and app developers benefit from industry-wide adoption of open technology like the HTTP protocol and Linux.
Game developers have typically suffered from a more closed source mindset, with many shared solutions for crucial low-level problems locked behind paywalls or other privileged access.
I love games, and I believe that by embracing open standards and shared solutions across languages and game engines, there can be a better world for developers and players of games.
Code Example (typescript/browser)
import { GameLoop, MarshalInput, KeyboardSnapshot } from 'pogp';
const keyboard = new KeyboardSnapshot();
const heroElement = document.body.appendChild('div') as HTMLElement;
let state = {
hero: { x: 0, y: 0 }
};
new GameLoop((frame, now, inputs) => {
// read inputs from binary buffer
keyboard.addInput(MarshalInput.decodeKeyboard(inputs));
// run update loop
if (keyboard.isKeyDown(Key.KeyD)) {
state.hero.x += 10;
} else if (keyboard.isKeyDown(Key.KeyA)) {
state.hero.x -= 10;
}
// render to screen
heroElement.style.transform = `translateX(${state.hero.x}px)`;
})
Interactive Examples
Pong
Project Status
The Pog Protocol is in a pre-alpha state. The protocol itself is still being defined, and client libraries currently only exist for rust.
We are looking for domain experts to contribute to 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
Path to 1.0
-
Define state protocol
-
Define rendering protocol
-
Flesh out existing libraries
- rust
- typescript
- unity c#
-
Add client libraries
- c++
- modern c#
-
Add online multiplayer demo
- in browser
- in a game engine
-
Add engine demos beyond unity
- unreal engine
- godot
- bevy
Client Libraries
Game Logic Client Libraries
language | dev environment | inputs | state | wasm support |
---|---|---|---|---|
c# |
unity | @ns | @ns | n/a |
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
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
,Sony
etc
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
Axes
states-
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
x
andy
position of the thumbstick
- an array of two signed longs representing the
-
hand
Gamepad JSON Example
{
type: 'Gamepad',
id: 'Stadia Controller rev. A (STANDARD GAMEPAD Vendor: 18d1 Product: 9400)'
vendorName: "Google",
productName: "Stadia",
buttons: [
{
label: 'A',
position: 'right-face-bottom',
value: 100000 // 100%
},
{
label: 'B',
position: 'right-face-right',
value: 500600 // 50.06%
},
{
label: 'X',
position: 'right-face-left',
touched: true,
value: 0
},
{
label: 'Y',
position: 'right-face-top',
value: 0
},
{
label: 'L1',
position: 'left-shoulder-front',
value: 0
},
{
label: 'L2',
position: 'left-shoulder-back',
value: 0
},
// ...
],
axes: [
{
hand: 'left',
value: [
0n, // x-axis idle
2147483647n // y-axis max up
]
},
{
hand: 'right',
value: [
-2147483647, // x-axis full left
-2147483647 // y-axis full down
]
}
],
}
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
{
type: "keyboard",
keys: [
27,
65
]
}
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)
{
type: "touch",
resolution: [0,0],
fingers: [
// there will always be at least one element
{
position: [0,0],
pressure: 0
}
]
}
Mouse Input (WIP)
{
type: "mouse",
resolution: [1920, 1080],
position: [100, 100],
buttons: [
{
id: 'left',
down: true
},
{
id :'right',
down: false
},
],
wheels: [
{
id: 'scroll',
delta: [0,20,0]
}
]
}
Custom (WIP)
{
type: "custom",
id: 'my-flightstick',
fields: [
{
id: 'whammybar',
values: [420,69]
},
{
id: 'something',
values: [0]
}
]
}
State (WIP)
Game state represents the state of the game. This is going to be custom for each game.
int
is short for int32
{
// this is the pog protocol major version
pog: 0,
// this is the pog protocol minor version
pogMinorVersion: 1
// these are the members of the state.
fields: {
// primitives
timeLeft: 'int',
// objects defined below
player: 'player',
level: 'level',
// arrays of primitives or objects
enemy: ['enemy'],
// dictionaries of primitives or objects
levelClearTimes: {
int: 'int'
},
levelsById: {
int: 'level'
}
},
// these are objects defined by the game
objects: [
player: {
position: 'vector2',
score: 'int',
jump: 'bool',
myIntList: ['int'],
}
enemy: {
position: 'vector2',
health: 'int',
},
level: {
id: 'int',
tiles: ['tile']
},
tile: {
position: 'vector2',
type: 'int'
}
],
}
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:
{
// 0 is not taken, 1 is X 2 is O
board: [
0, 0, 0,
0, 2, 0
1, 0, 0
]
}
// 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 |