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Euca includes a networking library (euca-net) for multiplayer. Honest status first: it is a library, exercised end to end by an example client/server pair but not yet wired into a shipping game — and it is not rollback and not lockstep.

The model

Server-authoritative snapshot/delta replication with client-side prediction and reconciliation:
  • Transports — a reliable UDP transport (retransmit + ack) and a QUIC transport (Quinn/TLS).
  • Replication — the server is authoritative; it broadcasts state snapshots and deltas; clients predict locally and reconcile against the authoritative updates.
  • Plus an interest grid (area-of-interest culling), bandwidth control, a configurable tick rate, and RPCs.

Status & scope

  • The end-to-end path that exists today is examples/server.rs + examples/client.rs — a real UDP receive → physics → broadcast loop.
  • The QUIC transport is development-grade (the client skips certificate verification); it is not production-hardened.
  • The networked services in the repo (the poker server, matchmaking) use a separate WebSocket stack and do not go through euca-net.
Treat this as a replication/prediction building block you wire into a host — not a turnkey multiplayer mode — with the caveats above.