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BSTRhino

Re:Easel Now Has Tilemaps on Friday October 30, 2026 @05:44AM (#50301666)
Hi HN!

I've been working on making a game engine with automatic multiplayer for 4 years now. Recently I added tilemaps, which I think makes it much more possible to make bigger, more interesting games. This is my update post about that.

I've been making Easel (https://easel.games) for four years so far! A place for teenagers to make multiplayer web games and share them with each other. Still a long way to go but this is the goal!

Show HN: Geography Dash

https://geodash.easel.games

Hi HN! This is a little game I made where you fly around the world in search for target countries. It's multiplayer, so you'll be racing with whoever else is online.I made this because I was making a data import feature for my game engine, and I thought one fun application of it. I've had quite a bit of fun playing and thought I would share it.

( Read More... | no comments | on HN )
Re:Data-Driven Games on Friday October 02, 2026 @03:48AM (#49930923)
Hi HN!

I’ve been making a programming language with automatic multiplayer for the past four years. This month I added compile time data import to the programming language. I thought it was a feature with some interesting trade offs and thought you might be interested.

Re:A custom virtual machine for the Stars 4X game on Sunday September 20, 2026 @03:18PM (#49779051)
I loved this game back in the day and was looking for a way to play it just last month! I will definitely be trying this.
Re:Ask HN: What are you working on? (September 2026) on Tuesday September 15, 2026 @06:14AM (#49710196)
Yes, that's true, we could add an API to let the server generate the random number so it is unpredictable, I can consider that for a future update :)
Re:Ask HN: What are you working on? (September 2026) on Monday September 14, 2026 @03:28PM (#49702581)
Yes, I spent quite a few years building and iterating on some quite elaborate mechanisms to handle latency too: https://easel.games/docs/learn/multiplayer/rollback-netcode - it’s taken a lot of continual playtesting to discover and address many issues.

The multiplayer architecture is rollback netcode, which I think is great because it performs client-side prediction by running your full game simulation step forward on the full game state and not some subset or stripped-down version of the simulation or state. It’s the most accurate client-side prediction model you can have.

Then it achieves eventual state synchronisation by rolling back and rerunning your code when there is a prediction error. It performs automatic rubberbanding to smooth over the error corrections. All the bodies get rubberbanded, so as long as you attach your sprites to bodies (which is what you would normally do), the rubberbanding is automatic.

Rollback netcode is underutilised because it’s difficult to implement on other game engines. It requires your entire codebase and all your dependencies to be deterministic and snapshotable, and so if you’re using another engine like Unity or Godot, it won’t meet these requirements because it wasn’t designed for this. Products like Photon Quantum for Unity get around this by reimplementing all the systems like physics, RNGs and even just ArrayLists in their own deterministic manner. But you have to follow all these rules about writing your code in a multiplayer safe way and there are all these traps to avoid.

Putting the rollback netcode into the programming language means it always works 100% of the time and you can’t make a mistake, which means even a beginner programmer on their first day can make a multiplayer game. That was my ultimate goal and I think it is true that if someone who is an experienced programmer wants to hand-code a specialised rollback netcode implementation for their game then they might be able to do a better job on their game. But the defaults are really good when the rollback netcode is in the language itself and I’ve had teenagers make multiplayer games that they play with their whole class and they’ve all had a lot of fun, and that’s the main thing.

Re:Ask HN: What are you working on? (September 2026) on Sunday September 13, 2026 @11:50PM (#49691768)
https://easel.games

A programming language which lets you code multiplayer games like singleplayer games. Every program written in Easel is guaranteed deterministic and snapshottable, which is how it can automatically make your game multiplayer automatically using rollback netcode.

My hope is that teenagers who makes games in Scratch might like to make games in Easel because it means they can make games they can play with their friends, without having to deploy a server or learn anything about networking on synchronization. People can literally make a multiplayer game on their first day of coding.

Currently been working on adding tilemaps.

Re:Show HN: What if the speed of light was 5 km/h? on Thursday September 10, 2026 @12:04AM (#49638279)
Less latency in multiplayer games or Zoom calls. Because light can travel around the Earth 7 times in one second, that means one roundtrip to a server on the other side of the world must take ~140 ms (1/7th of a second) which is a timescale you are able to feel. That's lag in multiplayer games. I'm constantly amazed that the reason why multiplayer client-side prediction strategies like rollback netcode exist is because light is slow enough on a human scale that we actually have to architect around it. Light is surprisingly slow in some ways.
Re:Turning your world upside down on Wednesday September 02, 2026 @10:57PM (#49545461)
Hello HN! For the past 4 years I've been making a game programming language that makes your game multiplayer automatically. There is always a lot to do when making a game engine in order to make it capable of making real games. These are the latest updates for this month!
Re:Death to px, long live ch on Sunday August 23, 2026 @07:44PM (#49413697)
I always use em or px, basically nothing else (except perhaps vw or vh). When something should be relative to the size of text, it's em. When it should be relative to the size of images, it's px.
I think if you're looking for other people to use your game engine, it helps to have one killer feature. I'm not clear what yours is at this point. Even if your killer feature is not something you have yet completely implemented, but it is simply a long-term goal, I think it is worth listing that front and center.
Re:Ask HN: What are you working on? (August 2026) on Sunday August 09, 2026 @07:50PM (#49237513)
https://easel.games

A programming language that makes your game multiplayer automatically! It integrates rollback netcode into the programming language itself, guaranteeing that whatever you code is deterministic and can be snapshotted and rolled back. Then it integrates the networking and server automatically so you can just code your game like a singleplayer game and it'll be multiplayer automatically! I've been working on this for four years now.

Re:Hotspots and Nine Slices (what's new in Easel) on Sunday August 02, 2026 @08:28PM (#49149836)
Hello, I am a solo developer making a game programming language with automatic multiplayer. I'm constantly trying to make it more and more powerful so that teenagers and adults alike can make the cool multiplayer games they dream of without having to deal with all the networking. This month I focused on making user interfaces better and easier, among other things, and this is my write-up.
Re:Clipping vs. Substepping in Physics Engines on Sunday August 02, 2026 @07:08AM (#49143310)
Hello HN! Just sharing something I have learned while making my physics engine which people might find interesting.
Re:Ask HN: What Are You Working On? (July 2026) on Monday July 13, 2026 @03:41PM (#48897749)
https://easel.games

A game programming language that makes your game multiplayer automatically. This month I’ve been developing the tutorials so it’s easier to learn.

Re:Show HN: Neil the Seal Game on Wednesday July 08, 2026 @12:54AM (#48827681)
haha this is cool :) What made you choose to code this as a webgame? In either case, good idea much easier to share
Re:Astro 7.0 on Tuesday July 07, 2026 @04:14PM (#48823077)
Very cool! What was the trickiest part of coding Sätteri?
Wow! Can you tell us a bit about what the past 8 years have looked like for you?
Re:Ease Comes After on Friday July 03, 2026 @12:35AM (#48770756)
Oh, I never thought about this, that's cool!
Re:Ease Comes After on Thursday July 02, 2026 @09:42PM (#48769698)
Yes it's great, I've never forgotten this either. It's from Rich Hickey in his Simple Made Easy talk, all credit to him!
Re:Ease Comes After on Thursday July 02, 2026 @08:51PM (#48769330)
Hi HN!

I'm the creator of Easel, a game programming language with automatic multiplayer. I've been trying to figure out what to do with the feedback that people have been finding it difficult, and this has been my analysis and my response to the situation. Maybe some of you might find this interesting?

Re:Fusion Programming Language on Saturday June 27, 2026 @06:22AM (#48696943)
I once had a C# server with a TypeScript frontend (this was for work, so I didn't choose the tech stack). We had one part of the code which had a lot of calculations. We wrote the code in a C# library, then used Roslyn to analyse the C# code and generate TypeScript code that matched it identically. This way the client could visualise the results on the client with zero latency, no server roundtrip, but ultimately the server would be in charge of the final calculations. It was a great solution, I would do it again.

We could have potentially used Fusion for this had it existed, but I don't know if we would. We didn't have to support 12 different languages, only 2.

Re:Ask HN: What are you working on? (June 2026) on Sunday June 14, 2026 @06:34PM (#48533628)
https://easel.games

Still working on my programming language which makes your game multiplayer automatically. Currently working on improving the tutorials. When writing the tutorials I followed the "focus on the action" principle from Diataxis (https://diataxis.fr/tutorials/) perhaps too much. Easel is a unique language in a number of ways and it really does actually have to be taught, so I'm trying to make it do a better job of that.

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