Skip to content

Commit

Permalink
Apply suggestions from code review
Browse files Browse the repository at this point in the history
  • Loading branch information
UkoeHB authored Jan 15, 2024
1 parent 88c0a56 commit 57e2058
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -11,12 +11,12 @@ ECS-focused high-level networking crate for the [Bevy game engine](https://bevye
- Authentication and encryption, using [`renetcode`](https://github.com/lucaspoffo/renet/tree/master/renetcode).
- Packet fragmentation and reassembly.
- Support for client and server both in one `App` and in separate.
- Customizable transport layer. Right now only Netcode is supported, but Steam, WebTransport and memory channels are on the way (new Renet release is needed).
- Customizable transport layer. Right now only Netcode is supported, but Steam, WebTransport, and memory channels are on the way (new Renet release is needed).
- Component-oriented world state replication.
- Events-based messaging API with different guarantees (reliable, reliable unordered, and unreliable).
- Control over client visibility of entities and events.
- Replication into scene to save server state.
- API focused on writing logic once that automatically works for singleplayer, client, server and listen server (when server is also a player).
- API focused on writing logic once that automatically works for singleplayer, client, server, and listen server (when server is also a player).

Prediction and interpolation are not implemented in this crate and are considered out of scope. But the idea of the crate is to provide an extensible core, so if your game needs something, you can implement it on top. Also check out [related crates](#Related-crates).

Expand Down

0 comments on commit 57e2058

Please sign in to comment.