8 releases
0.17.1 | Aug 30, 2024 |
---|---|
0.17.0 | Aug 17, 2024 |
0.16.4 | Aug 2, 2024 |
0.16.3 | Jul 14, 2024 |
0.15.1 | May 16, 2024 |
#1000 in Game dev
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2MB
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SLoC
Examples
This folder contains various examples that showcase various lightyear
features.
Easy
simple_setup
: minimal example that just shows how to create the lightyear client and server pluginssimple_box
: example that showcases how to send inputs from client to server, and how to add client-prediction and interpolation
Medium
replication_groups
: example that shows how to replicate entities that refer to other entities (e.g. they have a component containing anEntity
id). You need to useReplicationGroup
to ensure that the those entities are replicated in the same messageinterest_management
: example that shows how to use interest management to only replicate a subset of entities to each player, via theVisibilityManager
and theRoomManager
client_replication
: example that shows how to replicate entities from the client to the server. (i.e. the client has authority)priority
: example that shows how to manage bandwidth by enabling priority accumulation. Messages will be sent in order of their priority.
Advanced
xpbd_physics
: example that shows how to replicate a physics simulation using xpbd. We also use theleafwing
feature for a better way to manage inputs.spaceships
: more advanced version ofxpbd_physics
with player movement based on forces, fully server authoritative, predicted bullet spawning.bullet_prespawn
: example that shows how to spawn player-objects on the Predicted timeline. This is useful to avoid having to wait a full round-trip before the object is spawned.auth
: an example that shows how a client can get aConnectToken
to connect to a serverlobby
: an example that shows how the network topology can be changed at runtime. Every client can potentially act as a host for the game (instead of the dedicated server).
Running an example
Each example runs in a similar way.
There are different 'modes' of operation:
- as a dedicated server with
cargo run -- server
- as a listen server with
cargo run -- client-and-server
. This will launch 2 independent bevy apps (client and server) in separate threads. They will communicate via channels (so with almost 0 latency) - as a listen server with
cargo run -- host-server
. This will launch a single bevy app, where the server will also act as a client. Functionally, it is similar to the "client-and-server" mode, but you have a single bevyWorld
instead of separate client and serverWorlds
s.
Then you can launch clients with the commands:
cargo run -- client -c 1
(-c 1
overrides the client id, to use client id 1)cargo run -- client -c 2
You can modify the file assets/settings.ron
to modify some networking settings.
Testing in wasm with webtransport
NOTE: I am using trunk to build and serve the wasm example.
To test the example in wasm, you can run the following commands: trunk serve
You will need a valid SSL certificate to test the example in wasm using webtransport. You will need to run the following commands:
cd "$(git rev-parse --show-toplevel)" && sh examples/certificates/generate.sh
(to generate the temporary SSL certificates, they are only valid for 2 weeks)cargo run -- server
to start the server. The server will print out the certificate digest (something like1fd28860bd2010067cee636a64bcbb492142295b297fd8c480e604b70ce4d644
)- You then have to replace the certificate digest in the
assets/settings.ron
file with the one that the server printed out. - then start the client wasm test with
trunk serve
Dependencies
~56–98MB
~1.5M SLoC