The Skycoin blockchain programming language CX, now has OpenGL support and key input support.
https://cx.skycoin.net
In theory, we will be able to embed video games (like poker or real money multiplayer dwarf fortress) on the blockchain. But we still have to figure out how to do random number generation on blockchain and on-going R&D.
We will be able to get the block time down to 200 ms per block (5 updates per second), which is almost enough to run FPS games on. With independent chains for the game and using a variant of Skycoin's Obelisk Consensus Protocol with leadership election and fall over for consensus.
In contrast, Ethereum block-times cannot be less than 30 seconds and has an inconsistent or random block rate that precludes applications for turn based video games
We have proposals to get down to 33 ms per block which is enough for 30 physics updates for second.
We might want to implement multiplayer Sim Ant on blockchain and do some test cases for multiplayer gaming.
In the CX model, each game object is a software object. Each game object exports "affordances" which are actions that can be invoked upon the software object. Affordances have restrictions and invariants checks for when they can be invoked (by who, under what context and under what conditions).
For instance, an object representing a ledger for a pile of money, might only allow the "send money to" command to be invoked if signatures/public key validation passes (the owner of the pile of money, signed the affordance or operation). Or a player in a poker game can only invoke or commit to a move, for their own player (verified by a signature) and is unable to make moves for other players (because of inability to fake the signature for the public keys for the the other players in the game).
One of the reasons we chose a cluster architecture for Skywire, is that we expect to be running thousands or millions of independent blockchains, with each application having its own blockchain running at a different tick rate over a different set of servers. We are not trying to force every application on to one giant blockchain, like ethereum. We are only forcing users to subscribe to applications which they are using, instead of replicating the data/transactions for every user on Earth.
Very interesting idea, gaming on blockchain By the way in my opinion 200 ms lateny is way too much for an FPS game, even 33 ms is too high IMO. As I see this would be the base latency of the core network, but there would be some latency on top of it from the client side as well, or not? (My knowledge is limited so it's just a guess)