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.