In-game scripting
- Works like game mods, something like load Rust library into game via API
- Probably WASM-based, though JS is possible too (due to no need for gas)
- For running more complex logic that are not latency-sensitive, like client-side autopilot
- Probably in WASM, with gas fees for limiting allocation of server resources.
- We could also support JS, using Deno or similar
- Deno vs wasmtime vs wasmer is probably the biggest thing to decide
- Do we wanna support a Lua or JS API? (backed by something like QuickJS compiled to WASM) Might be easier for people
- Gas is paid in in-game currency
- Would be used for latency-sensitive things, like a PID controller to track another ship
- Need to design a system for integrating the two pieces seamlessly
- Basic building block: a simple IPC channel between the client and server-side code
- What about "logically in-game client-side code"? e.g. cockpit panels
- Ideally this can be zero-gas on the server side and zero-latency from the client's perspective
- Do we need a third category of "in-game UI mode"?
Last modified 6mo ago