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    <loc>https://www.boxdragon.se/blog/three-worlds</loc>
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    <lastmod>2021-05-10</lastmod>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two. - About Us</image:title>
      <image:caption>I’m Karl and I helped found Box Dragon, a new game studio in Gothenburg, Sweden. Our small and driven team has an ambitious vision of creating unyielding experiences. We are creating a new strategy card game as our pilot game that remains unannounced. Our team is composed of veterans from Riot Games and Stunlock Studios, the studio behind Battlerite. An exciting part of working in an entirely new studio is that our team gets to lay the foundations for a new generation of games.</image:caption>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two.</image:title>
      <image:caption>While the event in this simplified example is very specific, gameplay events can be fairly diverse since they are intended to encapsulate any change to the world connected to a visual event, whether that’s “Move Unit” or “Begin player phase”.</image:caption>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two.</image:title>
      <image:caption>With the Logic World, gameplay logic runs asynchronously and in parallel with the frame loop. The rest of the game will need to handle the “thinking in progress” case, where inputs have been sent to the Logic World and the game loop is waiting for completion. In return for this added complexity, we get to entirely avoid blocking the rendering loop while running gameplay logic with very little added system-wide complexity.</image:caption>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two.</image:title>
      <image:caption>The Input World is our “source of truth", and we need to keep the View World in sync by applying variable updates incrementally. Since variable updates by themselves carry no information about timeliness, the View World might be forced to play out changes arbitrarily. Instead, we want to make variable updates line up with the visuals. We do this by grouping related variable updates together as Gameplay Events.</image:caption>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two.</image:title>
      <image:caption>Gameplay events can contain other gameplay events in a nested fashion. This is necessary because effects can trigger other effects that need to resolve before continuing with a prior animation. A common example of this is playing a card in a card game: The card is played, the cost is paid, the card’s effect happens which can trigger other gameplay events, then finally the card is moved to the discard pile.</image:caption>
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      <image:title>Blog - Three-Worlds Theory: Art or Gameplay? Pick Two.</image:title>
      <image:caption>The View World stores the state of the gameplay variables as they resolve in front of the player’s eyes, whereas the “Input World” stores the state of the gameplay variables with all consequences of the player’s inputs being instantly resolved. In essence, we run gameplay logic on the Input World and we drive UI and other visuals with the View World.</image:caption>
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    <lastmod>2025-03-25</lastmod>
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  <url>
    <loc>https://www.boxdragon.se/about</loc>
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    <lastmod>2025-03-25</lastmod>
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      <image:title>About</image:title>
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      <image:title>About - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>About - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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  <url>
    <loc>https://www.boxdragon.se/jobs</loc>
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    <lastmod>2023-06-22</lastmod>
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