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BSTRhino

299 karmajoined 8 лет назад
Creating https://easel.games

Submissions

Ease Comes After

easel.games
3 points·by BSTRhino·9 дней назад·5 comments

Spaces and Shapes – What's New in Easel (May 2026)

easel.games
1 points·by BSTRhino·в прошлом месяце·0 comments

A physics engine with incremental rollback for multiplayer games

easel.games
128 points·by BSTRhino·2 месяца назад·41 comments

Show HN: SkiFlee (an HTML5 game)

easel.games
8 points·by BSTRhino·3 месяца назад·9 comments

Easel is now an expression language (March 2026 update)

easel.games
2 points·by BSTRhino·3 месяца назад·0 comments

Easel: What's New? (Feb 2026)

easel.games
1 points·by BSTRhino·4 месяца назад·1 comments

Autistic Job Interview Simulator Game

easel.games
1 points·by BSTRhino·5 месяцев назад·0 comments

Free storage, name filtering – Easel's January 2026 update

easel.games
1 points·by BSTRhino·5 месяцев назад·0 comments

Show HN: The Logical Answer (an Autism Simulator)

easel.games
1 points·by BSTRhino·5 месяцев назад·0 comments

Show HN: Easel - learn to code by making games you can play together

easel.games
2 points·by BSTRhino·6 месяцев назад·2 comments

Show HN: You Shall Not Pass the Parcel

easel.games
1 points·by BSTRhino·7 месяцев назад·0 comments

Show HN: Beelines - a travelling salesman game, but with bees

easel.games
4 points·by BSTRhino·7 месяцев назад·1 comments

Easel: A beginner-friendly programming language

easel.games
2 points·by BSTRhino·7 месяцев назад·0 comments

Easel Now Has Stencils

easel.games
13 points·by BSTRhino·7 месяцев назад·6 comments

Replacing components with Implicit IDs (Easel)

easel.games
1 points·by BSTRhino·8 месяцев назад·1 comments

Easel's State-of-the-Art Rollback Netcode Implementation

easel.games
3 points·by BSTRhino·8 месяцев назад·1 comments

What's new in Easel (Nov 2025)

easel.games
1 points·by BSTRhino·8 месяцев назад·1 comments

Ask HN: Do you get bots signing up random email addresses to your newsletter?

5 points·by BSTRhino·8 месяцев назад·4 comments

Show HN: Stack Masters – a physics-based Tetris-like dice stacking game

easel.games
1 points·by BSTRhino·8 месяцев назад·1 comments

Show HN: Settling the Score – A point-and-click adventure rhythm game

easel.games
21 points·by BSTRhino·9 месяцев назад·7 comments

comments

BSTRhino
·4 дня назад·discuss
haha this is cool :) What made you choose to code this as a webgame? In either case, good idea much easier to share
BSTRhino
·4 дня назад·discuss
Very cool! What was the trickiest part of coding Sätteri?
BSTRhino
·6 дней назад·discuss
Wow! Can you tell us a bit about what the past 8 years have looked like for you?
BSTRhino
·9 дней назад·discuss
Oh, I never thought about this, that's cool!
BSTRhino
·9 дней назад·discuss
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!
BSTRhino
·9 дней назад·discuss
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?
BSTRhino
·14 дней назад·discuss
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.
BSTRhino
·27 дней назад·discuss
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.
BSTRhino
·2 месяца назад·discuss
https://easel,games

A reactive programming language for games! Properties signal when they change and you can register blocks that tell the engine how to use that property, not just once but every time it changes. It’s a more declarative way of making games which I think is lots more productive.

I’ve been working on this for four years, it’s been a big project!
BSTRhino
·2 месяца назад·discuss
Great write up!
BSTRhino
·2 месяца назад·discuss
That is helpful feedback, thank you, yes all things I can work on in the future! Thanks for taking the time to write this up.
BSTRhino
·2 месяца назад·discuss
I would LOVE to one day make a source-available standalone license for Easel that you can run on your own server! I just have a bunch of problems to solve to get there before it’s ready.

1. The people who really love Easel right now are teenagers who have mastered Scratch and are looking for more. Expert game devs who come from Unity or other programming languages find it’s missing some capability they really want and tend to get frustrated right now. I’ve been solving so many issues every month, like we got multiple cameras the other month for example, but there’s so much left. If I made a standalone version now, no one would buy it because it doesn’t yet do what they need, and if you did I would probably be refunding you quite soon. We might need another 6-12 months to be ready for experts. Sign up to the mailing list and we can keep you updated.

2. I would be willing to go as far as source available to licensees but there’s are some practical issues with fully open source. First, it makes it easier to cheat at all Easel games. Easel is client authoritative for certain things. Why? So I can keep the server costs within what I can actually afford because I am one person. Maybe once I can afford 30 servers we can make it all server authoritative and I won’t worry about this anymore. Second, I expect a net decrease in my productivity if I have to argue and defend my code, and become the BDFL to the open internet all the time in an open source environment. I’ve been really really productive just working by myself.
BSTRhino
·2 месяца назад·discuss
I would love to make a license where you could export and then you can run it forever yourself on your own server! It’s not because I don’t want to do these things, it’s just I’m one person and I never get the time to do everything I would like to do.
BSTRhino
·2 месяца назад·discuss
Wow, I’m amazed someone noticed this. I’d be interested to know more about your background and interests. How much have you been looking at programming language design vs just designing for complex systems in general?

I ask because yes, I have put in a great deal of time and effort into the programming language design, and to me, I think that is the greater achievement, more than the automatic multiplayer. But the benefits of automatic multiplayer are easy for the general population to understand and the improvements programming language design is hard to convey and so people don’t normally get it. The fact that you can see what I’ve been trying to do so quickly shows you must be coming from a place which has developed that discernment for you.

While there are many inspirations, like I love coding using React for example, my primary inspiration is the last game I made, I released all the modding tools along with them and lots of non-coders loved it. The modding was JSON, which might sound primitive, but it was actually a hierarchical declarative domain specific language and it seemed to really work for people intuitively.

Easel was born from me spending 2 years trying to make an imperative programming language in a similar shape as that declarative one. I wanted it to be just as easy, but infinitely more powerful. It took a lot of iteration to merge the declarative and imperative styles into one language. There is so much to it - lexical lifetimes and ownership, reactivity like you noticed, but also weaving in concurrency and asynchronous programming seamlessly took time as well.

I really wish this is more the part of Easel that would stand out and be talked about more because I think it’s the coolest part.
BSTRhino
·2 месяца назад·discuss
Okay, in that case you can upload a stub with a transclusion of the game. If there is enough demand I would definitely work on a standalone export system!
BSTRhino
·2 месяца назад·discuss
I’ve been working on this for four years. I’m trying to make this my full time job!
BSTRhino
·2 месяца назад·discuss
Yes, sounds like you get it, Giant Wall changed so it gets rolled back to point A, then it resimulates, which might mean Giant Wall might push some other things this time around that it didn't before during the predicted simulation. It kind of uses a transaction log copy-on-write kind of mechanism, so there will be a log entry for previous value of the Giant Wall slot and it will restore that into its old slot. It's a bit more advanced than that but that's the gist.
BSTRhino
·2 месяца назад·discuss
That is a cool idea! Could be a great application of rollback!
BSTRhino
·2 месяца назад·discuss
This physics engine is a deterministic physics engine. It has to be to make sure that when it rolls back and resimulates forward, it gets the same answer on all machines.

The determinism is partly possible because WebAssembly is deterministic (except for a few known cases https://github.com/WebAssembly/design/blob/main/Nondetermini...), and partly because I’m making sure to use my own trigonometric functions, and the entire game simulation is executed single threaded with a known order of execution.

If you meant to ask how does it compare to non deterministic physics engines, I’m sure they might be faster on the physics but would be slower on the rollback, and I think on most reasonably-sized games the slow rollback would dominate and so they would be slower overall. But, you wouldn’t make a rollback netcode game with that size of world anyway, at least maybe not until now, so it’s a bit of a false comparison. They’re good at their different use cases.
BSTRhino
·2 месяца назад·discuss
Actually, it doesn’t roll back the entire game state. Everything is stored in slot maps, and if there are 1000 slots and only 10 changed, it really does only rollback those 10 only and it does not touch anything else. Slot maps are great!