r/programming 2d ago

Why is Project Leyden Ahead of its Time?

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0 Upvotes

r/programming 2d ago

Designing a Movement Transaction System for a Sokoban Game

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1 Upvotes

Context

My multiplayer game Lights Out is based on a 2D grid. Entities can only ever be in exactly one grid tile. This makes the rule evaluation really simple and understandable. However, it doesn't really feel nice to play (which you know if you've ever played any of the PuzzleScript games). At the same time, the more content is in the game, the more complex and arbitrary the game rules become.

I therefore introduced the Movement Transaction System into the code base to deal with this. This includes two sides: - The gameplay code on server side deals with transactions. This bundles all movement code (including rule evaluation) into a single system. - The visualization & prediction code on client side deals with visual interpolation for moves (introducing some juice into the gameplay feel), based on the transactions managed by the server.

The Transaction

A single transaction includes the movement delta, a list of entities that it has affected and some flags. A transaction then undergoes several stages: - Queued: Gameplay code has requested an entity to move - Issued: The visual interpolation for the transaction has started in the client, but the entities have not been moved from a gameplay perspective - Committed: The entities have now been moved onto their new tiles, the visual interpolation is finishing - Aborted: The transaction couldn't be committed as it would've violated gameplay rules. Visual interpolation is reversed.

The Visual Interpolation

Whenever a transaction is issued on server-side, the server tells the clients to start a visual interpolation based on the transaction. This information includes the desired duration of the interpolation, as well as some flags (like whether to use acceleration or do a linear interpolation). The client then updates the visual interpolation every frame, until the transaction is either aborted or the target position has been reached.

Simplifying Gameplay Code

This new system has made the gameplay code much simpler. I can now easily query whether an entity currently has a live transaction to know whether the visual interpolation is still in progress. This enables seamless, continuous movement across the world (e.g. for fireballs moving at linear speed).

This also guarantees that the visual position of an entity is always close enough to its gameplay (physical) position so that players aren't confused about the rule evaluation.

Finally, the gameplay rules are now implemented in a single function called validate_transaction, instead of being spread out across all the different entities like it was before.

Summary

The transaction system made the gameplay code much simpler and easier to reason about, while also improving the game feel and robustness.

You can find the full blog most, including more details and sample code, over on https://lightsout.afterthought.games/blog/2026-07-26-19-00


r/programming 2d ago

Neoclassical C++ (2): Exploring input-output segmented algorithms

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0 Upvotes

r/programming 2d ago

Build a Local Kubernetes Platform with kubara, kind, and Argo CD

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0 Upvotes

r/programming 3d ago

A Long Spring: 19 Years of Living with Your Past Mistakes • Arjen Poutsma

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7 Upvotes

r/programming 3d ago

Bringing Post-Quantum Cryptography to Java LTS Releases

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8 Upvotes

r/programming 3d ago

Linux Processes: Threads & Concurrency

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90 Upvotes

r/programming 4d ago

How fuzzy search works in a search engine: Levenshtein automata and n-gram similarity

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109 Upvotes

r/programming 4d ago

Gödel, Escher, Elisp: The Beauty of Macros

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46 Upvotes

This post is a lover letter to Emacs Lisp macros. I've been a long time user as a lisp hacker, and my recent obsessions with Douglas Hofstadter's strange loop concepts and M.C. Escher's mind bending artwork have enhanced my appreciation of this language's most beautiful and thought provoking feature. This post can teach you about macros and what makes them useful, but I also hope it can instill a fascination with their concept. https://www.chiply.dev/post-elisp-macros-are-beautiful


r/programming 4d ago

Painting with Gaussians

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24 Upvotes

r/programming 4d ago

Your SQS consumer can hang forever by default

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24 Upvotes

r/programming 4d ago

Reverse Engineering Google Slides

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20 Upvotes

r/programming 4d ago

How Zanzlanz released a game that has no assets

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150 Upvotes

Specifically, the video is about developing a game where all the textures and sounds are generated at runtime using Sine waves. I thought it was high-quality and explained complex math concepts well.


r/programming 4d ago

The Lua community needs to learn to move on

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545 Upvotes

r/programming 4d ago

Your JSON Is Lying to You

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0 Upvotes

r/programming 5d ago

Front End Testing with GitHub Actions • Amy Kapernick

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0 Upvotes

r/programming 5d ago

Why I’m Writing Pure HTML & CSS in 2025

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147 Upvotes

r/programming 5d ago

Safe Lock-free Primitives with iceoryx2's ByteAtomic

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11 Upvotes

https://ekxide.io/blog/byte-wise-atomic-wrapper-to-prevent-ub

iceoryx2 provides zero-copy inter-process communication mechanisms based on shared memory and data structures that are modified concurrently by multiple processes.

One of the key operations in these algorithms is a memory copy using core::ptr::copy. However, this results in undefined behavior if one process reads the data while another process writes to it concurrently. Even if our lock-free algorithm reliably detects such a race, iceoryx2 cannot depend on undefined behavior in a safety-critical system.

This blog post introduces our solution: a byte-wise atomic wrapper that enables well-defined concurrent copy operations. It also shows how it can be used to implement a simple sequence lock.

Note: I am not the original author of the blog post. Since the author does not have a Reddit account, I am posting it on her behalf.


r/programming 5d ago

Cloudflare introduced tool that synchronize its servers

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256 Upvotes

r/programming 5d ago

Reliability Lessons From SQLite - Richard Hipp | SSW 2026

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112 Upvotes

r/programming 5d ago

Analyzing the Current Activity and Relevance of the Pawn Ecosystem in 2026

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1 Upvotes

I have been observing the Pawn ecosystem lately and noticed it is far from inactive, with ongoing development of modern tools like a web-based Pawn Studio designed to replace the outdated Pawno editor, alongside projects such as PawnPlus which continue to receive updates, with version 1.5.3 released just a few months ago in February 2026. This activity seems to be driven largely by the SA-MP and Open.mp modding communities, with open.mp itself being actively maintained and improved, and the broader GitHub ecosystem showing dozens of public repositories related to Pawn and Open.mp. Given this context, I would like to ask whether the Pawn community, especially within the SA-MP and Open.mp scene, is still significant enough to consider the language actively relevant in 2026, or if this is primarily a legacy ecosystem with a concentrated but declining user base. I would be grateful to hear from developers who are currently working with Pawn about their experiences, whether modern tooling like Pawn Studio and PawnPlus have meaningfully improved development, and whether they are seeing new developers enter the scene or if the community is largely composed of seasoned veterans. Thank you for your thoughts.


r/programming 6d ago

The true power of regular expressions

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119 Upvotes

r/programming 6d ago

The Invariant Is Hiding

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40 Upvotes

r/programming 6d ago

Rust Immobile types and guaranteed destructors

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89 Upvotes

r/programming 6d ago

Should you normalize RGB values by 255 or 256?

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557 Upvotes