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Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback).

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Fixes #26 Remaining tasks: Add an in-tree example that uses `crystalorb-bevy-networking-turbulence` crate to test that it still works.

As a game developer using the bevy engine, I want to continue using crystalorb with bevy 0.7, so I can have access to new bevy 0.7 features. Out of scope:...

Right now, if we were to use the provided bevy plugin, we would need to write most of the game logic outside of bevy's ECS. It would be good to...

enhancement
help wanted

Low priority: code coverage is indicative only.

Detect when the library could be broken on someone else's local rust nightly. Possible options: - Run like a dependabot update, but instead of making a PR that tries updating...

For example, to reduce jerking movement and teleportation so that shooter games can be somewhat playable, it might be nice to display other players *in the past* (i.e. only render...

enhancement

During a match/game/connection, it should be possible to switch the host for someone else. For example, if Player A in an authoritative host model is the host, they should be...

enhancement

Hi! I recently discovered you library and it looks great! Could you add it to the [Bevy assets page](https://bevyengine.org/assets)? [Here](https://github.com/bevyengine/bevy-assets) is the repo.

blocked

The example uses a mock connection, so when I tried to implement real networking, that took a while. It would be nice to have an example of a simple but...

See #7 for rationale. This would allow us to get rid of `TypeId` uses in `crystalorb-mock-network`, for example.