# What is codename Dappicom?
“Codename Dappicom” is [our](https://aperturelabs.gg) vision for a Worlds Game Console. This project aims to tackle the two big problems of performance and hidden information mechanics in the fully on-chain games category. Any player of a fully on-chain game today requires a certain patience and a “theory of blockchain” to be successful (not unlike the knowledge required to play games on the first homebrew computers). Furthermore, what we can do without privacy on-chain is limited when all the logic and state of gameplay lives on-chain. Yet games are simply more interesting when you don’t know everything.
Below is a proposed schema for the “Dappicom.” If it looks a bit vague, that’s because it is. This is an active design space for all of us. We at Aperture Labs are currently involved in the development of our first prototype for an Engine SDK and a Game Server Protocol.
Both positive and negative feedback are highly encouraged. We believe building more openly and discussing ideas in the public arena benefits everyone in the space. We are all each of us a steward of these new emerging worlds.
<br>
<br>
<br>

### Off-chain Layer
Engine SDK — Engine SDK plugs in to your game engine of choice, is meant to compose
distributed state across various servers, services, and chains seamlessly.
Game Server Protocol — Supports provable live sessions of sub-second gameplay as well
as certain hidden-information mechanics + private, encrypted state.
Integrated Game Services — Tight integrations for any future external services such as:
oracles, trustless npc logic, verified randomness, generative AI, etc.
### Composability Interface
The off-chain layer side loads “RAM/ROM” (or live state) from supporting chains below.
Micro transitions are processed in milliseconds during session play, aggregated and then
settled on to the layers below. Once these transitions are settled into macro transitions, they may
feed back into live session play.
### Infinite Trustless State
We assume the console sits on some game specific app-chain or L2 layer, where the average
block time is ~1-5 seconds and the cost of each transaction is fractions of a cent.