Has anyone here experimented with pushing parts of their real-time game logic outside the engine?
I’ve been testing something a bit unconventional using a framework called MagicBlock. It lets you build autonomous agents that run outside your engine, entirely onchain. These agents can process logic asynchronously and respond to events from your game world.
We’re currently experimenting with:
- Delegating complex AI behavior trees to agents
- Handling player-driven economic state off-engine
- World simulation logic that persists across servers
What’s interesting is that these agents are composable and reactive, you define them via modular blocks, and they respond to events triggered from your game (e.g. player actions, world changes, etc.). The agents return decisions or outputs that you can call back into Unreal via API.
This separation opens up async patterns for:
- Persistent worlds that evolve independently
- Multiplayer simulations where logic is shared, not siloed
- Trustless or verifiable in-game systems
Right now we’re just doing prototypes, but I see potential for MMOs, survival games, or even RTS-style simulations.
Anyone here working on hybrid architecture like this? Would love to hear how you handle async or decentralized logic outside the real-time core.