Extreme Bevy: Making a p2p web game with rust and rollback netcode
In my previous post, Introducing Matchbox, I explained how Matchbox solves the problem of setting up peer-to-peer connections in rust web assembly for implementing low-latency multiplayer web games. I said I'd start making games using it and I figured it's about time I make good on that promise, as....
Hasnain says:
Bookmarking for future re-reading
"This has an important implication for how we write our game: Everything needs to be perfectly deterministic. Fortunately, rust and wasm makes this easy for us, and the rewards for doing so are big:
No state synchronization aside from input ⇒ very low bandwidth
We can write the entire game in simple "forward" systems. No need to handle de-synced inputs. It's all done automatically for us by rolling back and re-simulating."