Quantum Jam 2025: Echoes of Light

Godot game integration with quantum API - HTTP client and fallback logic.
For this collaborative Quantum Game Jam project, I implemented the technical integration layer between the Godot game and external quantum API. Working alongside René Schwartz (game designer/lead), MajaQ (quantum consultant), and Saara (artist), I focused on making real quantum computing accessible within the game engine through robust API communication. I wrote GDScript HTTP clients that handle POST requests, JSON parsing, and response callbacks for quantum gate operations and text transformations. The implementation includes comprehensive error handling with automatic fallback to local pseudo-random generation when the server is unreachable, ensuring the game never breaks due to network issues. I integrated quantum keyword detection into the dialogue system, automatically triggering API calls when characters mention words like 'memory', 'quantum', or 'consciousness'. The integration required careful timing coordination to prevent visual glitches while waiting for server responses, with 2-second timeout protection. I also connected player dialogue choices to quantum gate measurements, where the API's 0 or 1 result determines story branching. The dual-system approach (real quantum + fallback) allowed the team to playtest locally without requiring server access. This project demonstrates my ability to integrate external APIs into game engines while designing resilient systems that gracefully handle network failures.

Skills Used:

Skills Learned:

Github

GDScript HTTP Client Integration

Reusable request/response handler with safe fallbacks
I built a reusable HTTP client in GDScript using Godot's HTTPRequest node to call external APIs from inside the game. It sends POST requests with JSON payloads, parses responses, and uses signals for async callbacks. The client queues requests to avoid flooding endpoints, logs errors for debugging, and times out gracefully to trigger local fallback effects so gameplay never stalls. This node can be dropped into any scene to enable networked interactions without duplicating code.
# api_client.gd extends Node signal request_completed(result) var http: HTTPRequest var _callback: Callable func _ready(): http = HTTPRequest.new() add_child(http) http.request_completed.connect(_on_done) func post_json(endpoint: String, body: Dictionary, callback: Callable): _callback = callback var err = http.request(endpoint, ["Content-Type: application/json"], HTTPClient.METHOD_POST, JSON.stringify(body)) if err != OK: push_warning("request failed: " + str(err)) _callback.call(null) # trigger fallback func _on_done(result, code, _headers, data): if result != HTTPRequest.RESULT_SUCCESS or code != 200: _callback.call(null) # fallback path return var json := JSON.new() if json.parse(data.get_string_from_utf8()) == OK: _callback.call(json.get_data()) else: _callback.call(null)

Dialogue System Integration

Automatic keyword detection triggers quantum transformations
I integrated the quantum API into the game's dialogue system by modifying the DialogueManager script to detect context-relevant keywords. When dialogue contains words like 'remember', 'quantum', 'consciousness', or 'memory', the system automatically processes that text through the API before displaying it. This creates narrative moments where emotionally or technically significant dialogue appears visually distorted. I implemented careful timing coordination—the dialogue waits for the API transformation to complete before starting the typewriter effect, but includes a 2-second timeout to abort the call if the server doesn't respond. The system also caches which lines have been transformed to avoid redundant API calls on dialogue replay.

Robust Fallback System

Local pseudo-random generation ensures uninterrupted gameplay
I designed a dual-system approach where the game works perfectly with or without server access. When the API is reachable, quantum measurements provide true randomness for story choices and text effects. When offline, the game seamlessly falls back to Godot's built-in random number generator with similar probability distributions. I implemented local text transformation algorithms that mimic the quantum effects using character swapping, rotation, and opacity changes. This was crucial for team playtesting—René and other team members could test the game locally without needing my server running. The system even displays visual feedback showing whether a choice was decided by 'quantum randomness' or 'classical fallback', which became a fun meta-commentary on quantum mechanics.

Related Projects:

See how I built the Python quantum server
See the React Native website with quantum animations
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