Technology Stack

Binance Smart Chain

Revolve Games launched its native token (RPG) on the Binance Smart Chain on 18 September 2021 with its contracts written in Solidity (.sol), with compiler version v0.8.7+commit.e28d00a. Point of Note: Contract Source Code includes LercRPG.sol and LERC20.sol as per Revolve Games' partnership with Lossless (See Lossless Below). View Contract in Explorer: https://www.bscscan.com/address/0x01e0d17a533e5930a349c2bb71304f04f20ab12b

Polygon/Matic Chain

Revolve Games launched its native token (RPG) on the Polygon/Matic Chain on 14 October 2021 with its contracts written in Solidity (.sol), with compiler version v0.8.7+commit.e28d00a7. Point of Note: Contract Source Code includes LercRPG.sol and LERC20.sol as per Revolve Games' partnership with Lossless (See Lossless Below). View Contract in Explorer: https://polygonscan.com/address/0x01e0d17a533e5930a349c2bb71304f04f20ab12b

Chromia

Chromia is a standalone Layer-1 blockchain and EVM compatible Layer-2 enhancement for Binance Smart Chain and Ethereum. Chromia is its own layer 1 blockchain, but it can also be used as a layer 2 for both Ethereum and Binance Smart Chain, where they can take advantage of Chromias features Blockchains should be scalable, secure and decentralised. While there are ways of improving transaction speeds by using more powerful nodes, this approach compromises on decentralisation. Layer 2 is what gets built on top of the base chain in order to improve scalability. Revolve Games is using Chromia as a layer 2 for our infrastructure because there is already a wide variety of applications building upon this blockchain. Implementing a Layer 2 offers a way of increasing transaction speeds and scaling, while benefiting from the security of the main chain. We selected Chromia as a decentralized storage layer for a number of reasons, among which their Layer-2 enhancements. The recent introduction of Chromia Originals aligns with Revolve’s RPG-pegged NFTs as it operates both as a native standard on Chromia’s chain as well as an enhancement layer for existing ERC-721 and BEP-721 tokens (like the ones used inside the Revolve Metaverse). Another advantage is that it supports SQL which is one of the best known programming languages. Each dApp on Chromia has its own side-chain but they all remain connected. This makes it possible to make a different fee structure for the game builder asset packs that third-party developers create in the Revolve Metaverse . For example you can have your users pay for each transaction with RPG coins, or the application itself could have enough RPG staked to pay for fees so that it's feeless for users or you could have them pay fees with a different token. And as the Revolve Metaverse expands, we can plug it into Chromia Spaces - an immersive 3D environment with a large shopping mall as the central hub. Players can develop and stylize their robot avatar by completing missions, collecting items, and interacting with the user-generated in-game economy.

Starting from game selection, the random number generation and the payout system, the industry involves a rigorous process which affects the player the most. Other blockchain platforms do not support a Random Number Generator, but Revolve Games uses the totally fair and transparent Chainlink VRF, also known as Chainlink Verifiable Random Function In order to let the users know the fairness of the game. Chainlink VRF (Verifiable Random Function) is a provably-fair and verifiable source of randomness designed for smart contracts. Chainlink VRF enables smart contracts to access randomness without compromising on security or usability. With every new request for randomness, Chainlink VRF generates a random number and cryptographic proof of how that number was determined. The proof is published and verified on-chain before it can be used by any consuming applications. This process ensures that the results cannot be tampered with nor manipulated by anyone, including oracle operators, miners, users and even smart contract developers. Instead of storing randomness on-chain where any actor could retrieve the value and predict the outcome, randomness must be requested from an oracle, which generates a number and a cryptographic proof. Then, the oracle returns that result to the contract that requested it. This sequence is known as the Request and Receive cycle.

Lossless

Lossless offers an actionable solution in case a hack happens allowing to temporarily freeze suspicious transactions and revert them. Revolve Games implements the Lossless protocol and more, importantly, its code into our RPG token to freeze any fraudulent transaction based on a set of fraud identification parameters. By using Lossless two-step process for recovering stolen funds, Revolve Games will be able to: Urgent/instant freezing after a hack - this step is community and technology-based, rewarding the one who identifies the hack and freezes the transaction. Longer/permanent freezing occurs after a hack was verified by the Lossless committee, company, and token creator, which takes steps to reverse the fraudulent transaction. Lossless Controller is a smart contract that has logic which allows it to check if the transfer or any other ERC20 method can go through. It has the ability to stop the ERC20 method from executing and also is the central contract for the whole Lossless ecosystem. Single Lossless Controller can be used by multiple tokens.

The use of Lossless deploys an additional layer of security for Revolve project funds.

Unreal Engine 4

The Revolve Game Metaverse is build on top of Unreal Engine 4 to allow for a seamless multiplayer experience based around the client-server model. This means that there will be a single server that will be authoritative over game state, while connected clients will maintain a close approximation.

The server is an important part of UE4 multiplayer. It makes all of the important decisions, contains all of the authoritative state, handles client connections, travelling to new maps and handles the overall gameplay flow of starting a match, ending it, etc

The server is in charge of driving the flow of gameplay. Gameplay state and flow are generally driven through the GameMode actor. Only the server contains a valid copy of this actor (the client doesn't contain a copy at all). To communicate this state to the client, there is a GameState actor that will shadow important state of the GameMode actor. This GameState actor is marked to be replicated to each client. Clients will contain an approximate copy of this GameState actor, and can use this actor as a reference to know the general state of the game.

Developers who use Revolve’s RPG tethered game builder asset packs can build games on top of the purchased or rented land via our integration with the Unreal Engine 4 Editor. They can create new projects based off several different template types, or open any previously created projects or samples that they have downloaded in the Project Browser.

Most of the artistic assets in Unreal Engine 4 are created using external 3D applications, such as 3ds Max, Maya, Quixel, ZBrush, and others. When you create a realtime visualization in Unreal Engine, you'll typically need to rely on content that you create in separate third-party applications and import into your project using the tools provided in the Unreal Editor. For example, these types of content typically include 3D geometry (called Static Meshes in Unreal Engine), Textures, Materials, audio files, and so on.

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