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Server-authoritative networking crate for the Bevy game engine.

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Instead of registering multiple systems, we can use a single system by using custom functions (similar to what we do for components). This will make the public API simpler and...

Part of #245 - Upgrade to Bevy 0.14 to take advantage of the new `EventRegistry`. I'm using a fork of `bevy_renet` for now so this probably should be merged after...

While this may seem like a simple replacement, some games rely on ticks to track time. For example, you can define buff duration in ticks instead of ms. If we...

enhancement

It would be quite convenient to support Bevy's filters in `replicate_group` as in queries, via second generic parameter. These rules will be applied when filtering archetypes.

enhancement
good first issue

Add documentation summarizing the replication protocol, with performance and synchronization characteristics.

documentation

Since we moved despawns and removals to the middle of init messages, array header trimming is less effective. We should add a 1-byte header to the start of init messages...

enhancement

In some games (mainly open-world games), it is useful to prioritize updating of some entities over others in order to manage bandwidth constraints. Here is a sketch of how to...

enhancement

Would be good to integrate https://crates.io/crates/zstd directly for replication, probably under a default feature flag, but overall I think the cpu/bandwidth tradeoff here is worthwhile for most games.

enhancement

Some networked games try to compress diffs between updates by networking only the value difference at a component level. Replicon doesn't currently support that. Here is a first-draft idea for...

enhancement