A library for building RoBust RollBack-based networked games.
This library assumes your game is a deterministic
Fn(&State, Set<Input>) -> State.
We (will) have an additional testing mode that will spend extra cycles on checking that the
state is consitent between players and deterministic on the same logical update.
- Multi-party sync
- Consistent disconnection
- Reconnect disconnected player
- Determinism checks
- Checksum propagation
- Debugging failed checks
- Fake a bad network
- Confirmation state
- In-game replays
Out of game replays
- Drop in/out
- Input delta encoding
- Hub and spoke network