Our team launched the multichain framework last week. TL;DR:
- As a fully onchain game @PirateNation generates a LOT of transactions.
- These tx's are 'heavy' because they contain game data.
- So it's easy for us to outgrow an ENTIRE CHAIN...
So wyd? Ofc we LAUNCH MORE CHAINS.
This approach echoes what we saw in the early days of scaled web2 gaming, where a game would need to run across multiple servers in order to handle player load.
But this hasn't existed (or needed to exist) on the blockchain - till now.
Pirate Nation outgrew our first Arbitrum Orbit chain, Apex, leading us to bring the multichain online.
@ProofOfPlay's multichain is essentially the blockchain equivalent to server sharding that we've long seen in successful, widely-played web2 games.
Our two chains, Apex & Boss, together handle 30% - 60% of all onchain compute across the entirety of the EVM ecosystem (~50-60 Mgas/s at peak times).
Check out chain performance and Mgas/s stats on this neat site built by our friends at @conduitxyz. https://rollup.wtf/
Part of what makes working at Proof of Play so wild, and so fun, is that we constantly run into new scaling challenges, as we continue to grow Pirate Nation.
We solve these problems out of necessity, creating brand new products as we do so. Infra without a usecase is lame. 🫡
In the months ahead we'll launch more chains, talk more about our infrastructure, our onchain game engine, and why other ambitious game devs will be interested to build on it.
Exciting times ahead.
You know what they say: There's never been a better time to be a Pirate.
Impatience for victory guarantees defeat
1wWork + fun + great location = great balance !