Replies: 5 comments 8 replies
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Originally posted by @erlend-sh here
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I've not got a lot of exposure to what other people think of them, but from my own looking around, here are some other promising projects, that have Bevy examples and support web:
@erlend-sh do you have any background on how renet might compare with either of those? They seem like the closest alternatives as far as I can find on GitHub. |
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Here's a really great resource with thoughts in general on networking in games. We should probably all ( developers who plan on working on networking impl ) read this: https://github.com/maniwani/rfcs/blob/main/replication_concepts.md It's apparently part of a Bevy network replication RFC, and has a lot of really easy-to-read breakdowns on techniques. |
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@erlend-sh what is the maximum number of online players in a single game at the same time that you could imagine for Punchy? Just to be clear, I'm talking real players making inputs, not AI. I'm trying to get some reference as to how much it might cost in a deterministic peer-to-peer model, which seems to be preferable for high-precision games that can limit number of players in a single "room", i.e. no open world. It seems like we'd fit into that category pretty well. |
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OK, reading through your comments @erlend-sh I think I'm satisfied that p2p rollback is more work than it's worth right now. Sounds like we go with Renet, and contribute browser support to it. 👍 I'm comfortable with Rust in the browser, and I've done server-side Rust, too if we need to do some sort of WebRTC server to setup the browser connection, though hopefully we can just copy somebody who's already done that. So I think I'll be able to add whatever's necessary if he get's the API in place for it like he said he was doing. |
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Opening this topic to discuss networking technology we might be able to make use of for Punchy multiplayer.
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