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The full-chain game PixeLAW won the ETHGloble Best Use Case Award, understand its features and gameplay in 3 minutes
Yesterday, PixeLAW, a full-chain game that combines Autonomous World and Pixel elements, won ETHGloble's Starknet Best Use Case Award. So what are the characteristics of this game, and what innovations are worthy of attention? (Part of this article is translated from the introduction of ETHGloble award-winning projects:
01. The main mechanism of PixeLAW
The world of PixeLAW is made of pixels. This means that the world of PixeLAW is represented as a grid of pixels on the front end.
Each pixel has 6 independent attributes, namely: position, color, unicode, ownership, authority, and time (Note: After verification with the development team, the attributes of pixels in PixeLAW initially only have position and color. Whether other attributes are added is under discussion and has not yet been fully determined).
Since the world of PixeLAW is completely open and permissionless, creators can change the state of pixel components and introduce new logic through an open system.
To demonstrate this, we built three different games in PixeLAW: Paint, Snake, and Rock Paper Scissors. The developers of these three games can create very interesting experiences. For example, by jointly creating some rules, let the snake eat the drawn pixels, or intervene in the rock-paper-scissors game. Rules can continue to be expanded, and new game experiences can be created.
In order to ensure the decentralization of PixelLAW, PixelDAO will manage the basic rules of pixels. Any changes to the pixel core rules require a vote.
In the future, PixeLAW will go beyond the game field. While the game proves that autonomous worlds are possible, social interaction and unique cultures can also be developed through new forms of application.
02. Technical realization of PixeLAW
We use the Dojo engine to develop the basic framework of PixeLAW. We design the world as a grid of pixels, and each pixel can have multiple properties, such as: position, color, text, ownership, permissions, type and time, etc. The properties of each pixel are carefully designed into more flexible and programmable elements, so as to provide developers with the freedom to create.
We built the core components (entities) of pixels and the core system(s) that can modify them. They will be the entry point for game developers to create their own games and define their rules in the PixeLAW world.
For interoperability, we expose an API interface in the form of system(s) that have the power to modify the component state of that game while executing in another game.
**As an example, suppose there are two games: Rock Paper Scissors and Snake. Snake may behave differently when it touches a pixel with rock-paper-scissors type. If it is stone, he will die; if it is scissors, he will shorten; if it is paper, he will grow. **Now imagine that different games can interoperate. This is only possible if they are all built together on the same foundation (PixeLAW Autonomous World).
03. Innovations of PixeLAW
From the above overview, it can be seen that PixeLAW is actually difficult to be simply defined as a full-chain game. In fact, he only defined a set of basic rules on the chain, and formed an independent autonomous world through these rules.
In this world, developers can develop various small games that are independent of each other but can influence each other on the basis of accepting these rules. And these small games can also interact through certain rules.
In other words, PixeLAW wants to create a composable on-chain ecosystem by building an underlying autonomous world.
We know that one of the most prominent features of games on the whole chain is its openness and composability. Before PixeLAW, composability often appeared within the same game ecosystem. Developers can develop new front-ends for a game or deploy new smart contracts without permission. The composability between different games has been rarely explored by projects.
The emergence of PixeLAW may become the first exploration of cross-game composability. Whether this kind of exploration will form a new game form is still uncertain, but it seems to be a unique selling point that is more suitable for full-chain games.