A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
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Updated
Mar 13, 2023 - Rust
A (almost) 100% pure safe Rust implementation of GGPO-style rollback netcode.
Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback).
A rollback library that buffers component state. Useful for netcode.
A Rust GDNative project to provide GGRS to the Godot Engine
Multiplayer Bomberman inspired game with rollback networking
Rollback Netcode, Featuring Frame-Based Simulation, Input Prediction with Confirmation, Automatic Rollback and Replay, UDP Socket Communication with Reliable Messaging, Real-Time Latency Measurement, Packet Loss Simulation, and Connection Management
Fantasy console platform with built-in rollback netcode. Make retro-style games that play perfectly online, from 16-bit to early 3D. WASM runtime supports multiple languages.
Rollback netcode built and measured: a deterministic arena and a 1998 Neo Geo arcade game under the same engine, played across three continents. 2 997 checksums, zero desyncs, dataset included.
A gopher64 fork: Switch 2 Pro Controller on macOS, multiple local players in netplay, and self-hosted (no-server) matchmaking.
A desync/divergence debugger for lockstep/rollback multiplayer games
Static lints catching game-simulation non-determinism before it causes a rollback-netcode desync.
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