Vessmere
#Entertainment
What if your online battles never had to end? Vessmere rethinks multiplayer with a serverless design, replacing fragile central servers. Uses direct P2P (WebRTC/libp2p) for fast-paced action & the Autonomi Network for persistent game/player data, creating a resilient, 'eternal' battleground no single entity can switch off.
Description
Features
Target Users
Vessmere: The Game
The plan is to develop a game playable just with your browser, on almost any device, instantly.
The game will be a fast-paced, 2D side-view shooter featuring team-versus-team combat between squads of space marines.
But from a technology standpoint, the main focus is to validate whether the planned technology stack can host such a game.
To achieve serverless networking, we need fast, direct peer-to-peer communication between individual hosts (browsers).
I plan to use libp2p for that, compiled to WebAssembly with WebRTC data channels for fast packets.
For persistent storage (the game itself, user profiles, save-games, replays, etc.), I plan to use the Autonomi Network.
Of course, there are countless pitfalls for P2P netcode ranging from performance to anti-cheat measures that must be overcome, but we will navigate those waters once we reach them.
>Vessmere: Beyond the Game
This is where it gets interesting. I offer you a sneak peek into my mind. Once the technology is proven, my vision is to create a decentralized, serverless, eternal online gaming platform .
We all love Steam and game companies, up to the point when they shut down game servers or take the game out of the platform.
This happens way too often.
So the goal is to create a platform where games can live with all their features FOREVER, without any infrastructure costs.
And players (and players' children) can play them until the dusk of humanity :)
Imagine Steam without Valve's finger on the shutdown button.
Imagine a platform potentially offering persistent game libraries, friends lists, cloud saves, streaming capabilities, replays, and integration with the ANT economy for game purchases, microtransactions, gaming bets, and more... with everything living permanently inside the Autonomi Network.
I do not want to over-promise, but a man can dream :)
Risks
To my knowledge, Autonomi does not yet offer a client library suitable for direct usage in web browsers.
For Vessmere's requirements, this would ideally be a JavaScript library, or a C/C++ library that can be compiled to WebAssembly for browser execution via Emscripten.
This creates a need for temporary server that will be relaying communication from browsers to Autonomi (probably via Rust client library, unless node.js library is available soon).
Supporting competitive multiplayer is a key objective.
However, implementing robust anti-cheat measures in a P2P architecture (which inherently lacks a central authoritative server) will be particularly challenging and require significant design effort.
Description
Features
Target Users
Vessmere: The Game
The plan is to develop a game playable just with your browser, on almost any device, instantly.
The game will be a fast-paced, 2D side-view shooter featuring team-versus-team combat between squads of space marines.
But from a technology standpoint, the main focus is to validate whether the planned technology stack can host such a game.
To achieve serverless networking, we need fast, direct peer-to-peer communication between individual hosts (browsers).
I plan to use libp2p for that, compiled to WebAssembly with WebRTC data channels for fast packets.
For persistent storage (the game itself, user profiles, save-games, replays, etc.), I plan to use the Autonomi Network.
Of course, there are countless pitfalls for P2P netcode ranging from performance to anti-cheat measures that must be overcome, but we will navigate those waters once we reach them.
>Vessmere: Beyond the Game
This is where it gets interesting. I offer you a sneak peek into my mind. Once the technology is proven, my vision is to create a decentralized, serverless, eternal online gaming platform .
We all love Steam and game companies, up to the point when they shut down game servers or take the game out of the platform.
This happens way too often.
So the goal is to create a platform where games can live with all their features FOREVER, without any infrastructure costs.
And players (and players' children) can play them until the dusk of humanity :)
Imagine Steam without Valve's finger on the shutdown button.
Imagine a platform potentially offering persistent game libraries, friends lists, cloud saves, streaming capabilities, replays, and integration with the ANT economy for game purchases, microtransactions, gaming bets, and more... with everything living permanently inside the Autonomi Network.
I do not want to over-promise, but a man can dream :)
Risks
To my knowledge, Autonomi does not yet offer a client library suitable for direct usage in web browsers.
For Vessmere's requirements, this would ideally be a JavaScript library, or a C/C++ library that can be compiled to WebAssembly for browser execution via Emscripten.
This creates a need for temporary server that will be relaying communication from browsers to Autonomi (probably via Rust client library, unless node.js library is available soon).
Supporting competitive multiplayer is a key objective.
However, implementing robust anti-cheat measures in a P2P architecture (which inherently lacks a central authoritative server) will be particularly challenging and require significant design effort.
Description
Features
Target Users
Vessmere: The Game
The plan is to develop a game playable just with your browser, on almost any device, instantly.
The game will be a fast-paced, 2D side-view shooter featuring team-versus-team combat between squads of space marines.
But from a technology standpoint, the main focus is to validate whether the planned technology stack can host such a game.
To achieve serverless networking, we need fast, direct peer-to-peer communication between individual hosts (browsers).
I plan to use libp2p for that, compiled to WebAssembly with WebRTC data channels for fast packets.
For persistent storage (the game itself, user profiles, save-games, replays, etc.), I plan to use the Autonomi Network.
Of course, there are countless pitfalls for P2P netcode ranging from performance to anti-cheat measures that must be overcome, but we will navigate those waters once we reach them.
>Vessmere: Beyond the Game
This is where it gets interesting. I offer you a sneak peek into my mind. Once the technology is proven, my vision is to create a decentralized, serverless, eternal online gaming platform .
We all love Steam and game companies, up to the point when they shut down game servers or take the game out of the platform.
This happens way too often.
So the goal is to create a platform where games can live with all their features FOREVER, without any infrastructure costs.
And players (and players' children) can play them until the dusk of humanity :)
Imagine Steam without Valve's finger on the shutdown button.
Imagine a platform potentially offering persistent game libraries, friends lists, cloud saves, streaming capabilities, replays, and integration with the ANT economy for game purchases, microtransactions, gaming bets, and more... with everything living permanently inside the Autonomi Network.
I do not want to over-promise, but a man can dream :)
Risks
To my knowledge, Autonomi does not yet offer a client library suitable for direct usage in web browsers.
For Vessmere's requirements, this would ideally be a JavaScript library, or a C/C++ library that can be compiled to WebAssembly for browser execution via Emscripten.
This creates a need for temporary server that will be relaying communication from browsers to Autonomi (probably via Rust client library, unless node.js library is available soon).
Supporting competitive multiplayer is a key objective.
However, implementing robust anti-cheat measures in a P2P architecture (which inherently lacks a central authoritative server) will be particularly challenging and require significant design effort.