Forgotten Empires
  • Welcome!
  • Getting Started
  • Why On Chain Game?
  • Why MINA?
  • Architecture of Forgotten Empires
  • Prerequisites
  • Building Forgotten Empires to Unity
  • Game
    • Unity
      • Component
        • Type
          • Animation Type
          • Music Type
          • State Type
          • VFX Type
      • Entity
        • Element
          • Component
            • Enemy
              • Enemy Worker
                • Enemy Animation
                • Enemy Behaviour
                  • Component
                    • Enemy Attack Behaviour
                    • Enemy Attack Stance Behaviour
                    • Enemy Idle Behaviour
            • NPC
              • Citizen
              • Merchant
                • Merchant Interaction
                • Merchant Trade
                • Merchant Trigger
                • Merchant UI
                • Merchant Update
            • Player
              • Player Animation
              • Player Attack
              • Player Camera
              • Player Damage
              • Player Economy
              • Player Fixed Update
              • Player Input
                • Player Attack Input
                • Player Movement Input
                • Player Rotation Input
              • Player Interaction
              • Unity Late Update
              • Player Inventory
                • Player Inventory Slot
              • Player Movement
              • Player Quest
              • Player Rotation
                • Player Attack Rotation
                • Player Movement Rotation
              • Player Start
              • Player State
              • Player Stats
                • Player On Chain Stats
              • Player Trails
              • Player Update
              • Player VFX
          • Element Worker
            • Element Effect
            • Element Event
            • Element Stats
            • Element Update
        • Item
          • Potion
          • Shield
          • Sword
        • Kingdom
      • Manager
        • Client Manager
          • Client Manager Worker
            • Client Login Worker
            • Client Music Manager
            • Client Start Worker
            • Client UI Worker
            • Client Update Worker
        • Server Manager
          • Server Manager Worker
            • Server Day Night Worker
            • Server Enemy Worker
            • Server Kingdom Worker
            • Server Object Pool Worker
            • Server Player Worker
            • Server Start Worker
            • Server Update Worker
    • o1js
      • Player
      • Item
      • Character
    • o1js Tests
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Why MINA?

Last updated 1 year ago

CtrlK

Mina is known for being the world's lightest blockchain, thanks to its consistent small size of around 22 KB, regardless of the total number of transactions. This is achieved through its innovative use of zk-SNARKs, a form of zero-knowledge proofs.

Due to its small size, Mina ensures quick and efficient verification of the blockchain state, even by devices with limited resources. This scalability can be particularly beneficial for games, where a large number of transactions and interactions might occur.

Mina's use of zk-SNARKs enables the validation of data (like transactions or game states) without revealing the actual data itself. This can be used to create games where players can verify actions (like the ownership of a rare item) without exposing the underlying data that they might want to keep private.

Mina offers a succinct blockchain, reducing the complexity and overhead typically associated with blockchain development. This can lead to a smoother and more efficient development process for a game.

Let's take a look at how we need to balance things at .

Architecture of Forgotten Empires