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InfluxDB
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The plan is to use rapier, which claims that their physics is quite deterministic according to their website
Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.
Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.
Additionally, Backroll will come with support for Steam's own networking API, with Epic Online Services and other networking services including Nakama in the future. It's also shipping with an default integration plugin with the Bevy Engine, a Rust based ECS game engine with a focus on determinism, meaning that developers can instantly get started making their dream fighitng game.
Additionally, Backroll will come with support for Steam's own networking API, with Epic Online Services and other networking services including Nakama in the future. It's also shipping with an default integration plugin with the Bevy Engine, a Rust based ECS game engine with a focus on determinism, meaning that developers can instantly get started making their dream fighitng game.
heres a sorta example over here: https://github.com/ValorZard/Backroll-rs-test it complies but the netcode isn't fully set up cuz I realized macroquad doesn't actually support fixed update. If you join the discord, one of the members there already added Backroll to their game, and it was mostly successful with a few hiccups.