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Crate borger

Crate borger 

Source

Modules§

diff_ser
Any changes to state during the simulation tick are recorded by this system as they’re happening. Rollback and rx systems use this data to make multiplayer happen
interpolation
Interpolation and presentation of entities
multiplayer_tradeoff
networked_types
Serdes strategies for all networked state types
physics
prelude
Helpful types and macros when writing simulation logic
simulation_controller
Drives the simulation tick; controls pretty much everything from atop its throne
tick
Time-keeping

Macros§

multiplayer_tradeoff
Although all game logic code is meant to be interpreted as server authoritative and from the server’s top-down perspective controlling everything, you as the game developer can choose how each of your game mechanics feel, on a spectrum between “responsive+potentially incorrect” to “laggy+definitely correct”. Game state is always eventually consistent, but this macro lets you decide when and where to execute logic in order to fine-tune game feel. This is possible because the engine executes each simulation tick multiple times across the server and all connected clients, requiring game logic to be deterministic depending on the chosen trade-off.

Structs§

SimulationInitOptions