Related Issues (16)
- Steam Networking Sockets transport implementation HOT 1
- Epic Online Services Implementation HOT 2
- WebRTC Transport Layer HOT 4
- Proposal: 'Command Buffer' pattern to replace 'Callbacks' structure HOT 1
- Naming Conventions: "Backroll" prefix redundant? HOT 4
- P2PSession is not polling the Player<T> reciever HOT 1
- Tracking Issue: Migrate transport level logic into backroll-transport
- Desync of game state on PredictionBarrierReached HOT 1
- Consider reverting to the C-style ring-buffer for SavedState HOT 1
- Make framerate / TPS configurable HOT 2
- is it support WebAssembly? HOT 3
- Remove requirement of Hashing from GameState HOT 2
- Example for bevy_backroll HOT 2
- Bevy plugin does not create a checksum for the state anymore HOT 2
- Does the bevy plugin need to be single threaded? HOT 2
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from backroll-rs.