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Realtime Games in Coffeescript and Ruby
Transcript of Realtime Games in Coffeescript and Ruby
What do I do?
Why am I here? Agenda Let's talk about games! Background A realtime multiplayer game platform,
targeting HTML5 canvas. Vision Multiplayer Game Framework + Batteries Core Technology Rails
Atom Architecture Game Server: Celluloid/Goliath
Web Server: Rails
Client: Backbone.JS/Canvas Conclusion Simple, realtime multiplayer games are possible targeting the HTML5 Canvas. Demonstrations! Stars Games Browser-based Multiplayer in CoffeeScript and Canvas Applications Open-source technologies
Multiplayer gaming platform Requirements An extensible game server
Streaming resource API
Web "arcade" to host/auth the game
Integration point for third-party components (payments, tracking, etc.) Data Flow Web Server Start Update Game Server Websocket API Sync Provides web front-end
"Bootstraps" client application data Publishes state to Firehose at regular intervals.
Client entities subscribe to RESTful routes to get updates. Communicates user input to game server RPG Zero Thank you! Questions? Design Ruby on the Server (Rails, Goliath, Celluloid);
CoffeeScript in the Browser (Backbone.JS)
"Resourceful" Pub-sub Data Layer Strategy User input captured and transmitted
Game logic on Server
Smooth syncing between FE/BE Ruby Dynamic Modern Programming Language Powers server-side processes
World simulation Ruby permits application logic to be implemented in a modular, clean, powerful and expressive fashion. Rails Ruby Web Application Framework Rails is a model-view-controller
webapp framework designed for sustainable productivity. Favors convention over configuration. Game arcade entrypoint
Game world simulation "I thought of objects being like biological
cells and/or individual computers on a network,
only able to communicate with messages." (Alan Kay)