Multiplayer programming bug BROKE MY GAME

1 year ago
9

I'm adding mutliplayer networking to my voxel game.
I wanted to share this bug I ran into that took me a full day of detective work to solve. Reliable UDP was the root cause, because I didn't fully understand that the reason laminar recommends us to send a lot of reliable packets, is because, so packet acknowledgment are sent.

I'm using laminar networking library for rust.
https://github.com/TimonPost/laminar

My discord group:
https://discord.gg/9P8QSYf

Want to support me?
Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur

Resources (The tech I'm using)!
bevy game engine: https://bevyengine.org/
game_stat: https://github.com/TanTanDev/game_stat
physics (3D and 2D): https://github.com/dimforge/rapier
inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/
hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/
benchmarking: https://github.com/bheisler/criterion.rs
world generation: my own custom implementation is not open source at the moment.

other rust libraries, that I recommend:
game engine: https://github.com/not-fl3/macroquad
Graphics rendering api: https://wgpu.rs/
multithreading: https://github.com/zesterer/lagoon
profiling: https://crates.io/crates/profiling, using Optick feature

#tantan #gamedev #netcode

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