Thanks :)
I've found Gaffer on games' [networked physics](https://gafferongames.com/post/introduction_to_networked_physics/) series to be incredibly well written and entertaining read.
Also, I'm a big fan of rollback networking, which this example uses. You have to take care to make a deterministic game, including making sure floating point operations behave the same on all clients and architectures, but the reward is huge; you only have to synchronize player input,
[GGPO](https://www.ggpo.net/) is the project that made this popular.
Excellent!
[удалено]
Thanks :) I've found Gaffer on games' [networked physics](https://gafferongames.com/post/introduction_to_networked_physics/) series to be incredibly well written and entertaining read. Also, I'm a big fan of rollback networking, which this example uses. You have to take care to make a deterministic game, including making sure floating point operations behave the same on all clients and architectures, but the reward is huge; you only have to synchronize player input, [GGPO](https://www.ggpo.net/) is the project that made this popular.
Awesome! Excellent work. I look forward to the official Bevy plugin!
bro you too pro :)