daanavitch
The end game of those governance tokens is for them to control the whole platform, so absolutely no changes can be made to the platform without being voted in by the token holders. All of this is enforced trustlessly on the blockchain through smart contracts. As a token holder you really own part of the platform.
This is a very powerful concept, so a lot of people are interested in buying those governance tokens outright. So what you can do is put your money in one of those platforms, receive governance tokens and sell them to people that want to buy them outright. You can make quite good money doing this.
Now a lot of projects popped up that basically had nothing to offer, yet people were still buying their governance tokens, meaning you could still make money by putting your money in there and selling those tokens to those people quick before those tokens became worthless, basically an advanced game of chicken.
So what I'm saying is not all of those 'stake your money and receive tokens' are outright scams. There are some very legitimate projects being built that give away governance tokens. Uniswap comes to mind, the most popular decentralized exchange, doing over half a billion in volume yearly. There's of course a lot more nuance and not everything works as it should yet, but there's a lot of interesting stuff being built every day.
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So it's not going to be Facebook's centralized servers, but Facebook + their friend's centralized servers. There are some vague promises, but this will start out just as centralized as Facebook Credits.
So this coin will be backed by a centralized reserve, and you would have to trust Facebook that the coins you own are backed by real money, with no way of verifying this. Tether works the same way, and they are just creating money out of thin air without actual dollars backing them up. I'm curious how Facebook will decentralize this reserve, or if they will even do this in the first place.
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- The original Agar.io server client doesn't send raw text data through the WebSocket, it sends compressed binary data. Agar.io sends packets of max 187 bytes on my computer. The Agar.io clone sends packets of a staggering 4253 bytes of raw JSON data on my computer, with only me playing! On a real-time game like this, where the user should receive immediate feedback on their actions, this is way too large. Unfortunately I wasn't able to decode the data Agar.io is sending, so I don't really know how they do it. Maybe they only send data for each player's region of interest? Or maybe they send the data for each player individually? I think that should be a decent enough solution because we can send as many small packets of data as we want over the WebSocket. We don't have to receive all player's locations at once.
I took a look at sending binary data over the WebSocket with Javascript, but it's not as easy as enabling compression, because you really have to think about the data types you're going to use, you can't just send a variable length JSON as binary data (please correct me if I'm wrong).
- The original Agar.io game processes no game logic on the client side, which makes the game freeze completely once the server lags. Most online games solve this by letting the client run game logic, but letting the server correct the client's position when he is cheating.
This method creates a whole different problem when the client receives data from the server from a position from some time ago. The client can't just correct the player's position just like that, or on slow networks the player would constantly be sent back to an earlier position. So to solve that the client needs to go back in time and replay the data received from the server. If the player is not cheating, correction should not be necessary. If the player is cheating, the client must accept the data from the server. This is a pretty rudimentary explanation, it's explained better here: http://gafferongames.com/networking-for-game-programmers/wha...
Of course implementing something like this is pretty complicated, even the original Agar.io doesn't have a system like this.