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

Open

Game

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

Touch Input

Mouse Input

Keyboard 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.

JSON Schema | JSON Example

Binary Schema | Binary Example

Gamepad JSON Schema

type

id

vendorId

productId

vendorName

productName

buttons

axes

Gamepad JSON Example

```js { 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

js { 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)

js { type: "touch", resolution: [0,0], fingers: [ // there will always be at least one element { position: [0,0], pressure: 0 } ] }

Mouse Input (WIP)

js { 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)

js { 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

```js { // 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

tic tac toe example:

json { // 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