Making games is hard. It shouldn't have to be.
Making games should feel like playing games.
The POG Protocol defines language-neutral binary and json representations of Inputs and State.
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
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
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)
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.
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 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.
https://pogp.gg/examples/pong (WIP)
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 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
type
gamepad
id
vendorId
productId
vendorName
Nintendo
, Microsoft
, Sony
etcproductName
Left joy-con
, Xbox Series S
, Dualshock 5
buttons
Triangle
, A
, ZR
left-face-top
, right-shoulder-front
axes
Axes
states
left
| right
| unknown
x
and y
position of the thumbstick```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
]
}
],
} ```
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
data | example | type | index | length (bytes)
|-|-|-|-|-|
position
| 2 | byte
(ButtonPosition) | 0 | 1
value
| 100000 | uint32
| 1 | 4
label
| "A"
| string
| 5 | 64
data | example | type | index | length (bytes)
|-|-|-|-|-|
hand
| 1 | byte
(Hand) | 0 | 1
x
| 100000 | int64
| 1 | 64
y
| 100000 | int64
| 65 | 64
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
js
{
type: "touch",
resolution: [0,0],
fingers: [
// there will always be at least one element
{
position: [0,0],
pressure: 0
}
]
}
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]
}
]
}
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
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:
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 }
```
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
| value | name |
|-|-|
0 | null
1 | gamepad
2 | touch
3 | mouse
4 | keyboard
5 | custom
value | name
-|-
0 | null
1 | left
2 | right
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