Normally when coding multiplayer you have to worry about following "the rules of multiplayer" like avoiding non-determinism, or not modifying entities your client has no authority over, but all that is just way too hard for someone who just wants to get straight into making games. So my idea was that if we put multiplayer into the fabric of the programming language, below all of your code, we can make the entire language multiplayer-safe. In Easel the entire world is hermetically sealed - there is nothing you can do to break multiplayer, which means it suits someone who just wants to make games and not learn all about networking. I've had people make multiplayer games on their first day of coding with Easel because you basically cannot go wrong.
There were so many other interesting things that went into this project. It's written in Rust and compiled to WebAssembly because I think that the zero-download nature of the web is a better way of getting many people together into multiplayer games. The networking is done by relaying peer-to-peer connections through Cloudflare Calls, which means Cloudflare collates the messages and reduces the bandwidth requirements for the clients so games can have more players.
I also took inspiration from my experience React when creating this language, here's how you would make a ship change color from green to red as it loses health:
`with Health { ImageSprite(@ship.svg, color=(Health / MaxHealth).BlendHue(#ff6600, #66ff00)) }`
There is a lot of hidden magic that makes the code snippet above work - it creates a async coroutine that loops each time Health sends a signal, and the ImageSprite has an implicit ID assigned by the compiler so it knows which one to update each time around the loop. All of this lets you work at a higher level of abstraction and, in my opinion, make code that is easier to understand.
Speaking of async coroutines, my belief is that they don't get used enough in other game engines because their lifetimes are not tied to anything - you have this danger where they can outlive their entities and crash your game. In Easel each async task lives and dies with its entity, which is why we call them behaviors. Clear lifetime semantics makes it safe to use async tasks everywhere in Easel, which is why Easel games often consist of thousands of concurrently-executing behaviors. In my opinion, this untangles your code and makes it easier to understand.
That's just the beginning, there is even more to talk about, it has been a long journey these past 3 years, but I will stop there for now! I hope that, even for those people who don't care about the multiplayer capabilities of Easel, they just find it an interesting proposal of how a next-generation game programming language could work.
The Editor runs in your web browser and is free to play around with, so I would love to see more people try out making some games! Click the "Try it out" button to open the Sample Project and see if you can change the code to achieve the suggested tasks listed in the README.
Easel constantly synchronises the clocks (there's an interesting algorithm for this which I will write up at some point). It also adaptively assigns two different kinds of delay to every client - command delay and display delay. Command delay is related to how much lag you are introducing into the game. Basically people take on their own lag. It can be different amounts for different people in the game. The display delay is where the rollback netcode kicks in. It keeps track of how much rollback your computer can handle imperceptibly. If your computer can't handle it, then you won't get as much rollback (and will just experience more input latency). But in either case, whatever number it picks, it should be smooth.
Here's an example of the constant one sided rollback: https://www.youtube.com/watch?v=aSB_JlJK_Ks
and an example of how players were aware that mashing caused frequent rollbacks: https://youtu.be/_jpg-ZiE70c?t=105
Eventually PC players learned that they could "fix" this by alt-tabbing out of the game, taking away dedicated GPU processing so they could be the peer that was falling behind.
As far as overestimating the base model PS4, I've shipped rollback multiplayer games that support 32 players that run on Android Web Browsers. I would love to see a frame profiler of SFV. I have years of experience optimizing multiplayer games to run on far worse platforms than the PS4. 16ms is a lot of time.
I bet I could make SFV's simulation run in less than a millisecond on an Android phone from Walmart. It couldn't render on that device, but it could run the raw simulation.