Crates.io | bevy_replicon_snap |
lib.rs | bevy_replicon_snap |
version | 0.2.5 |
source | src |
created_at | 2024-03-09 13:41:03.47964 |
updated_at | 2024-09-21 11:10:02.961728 |
description | High-level networking crate that extends the bevy_replicon crate to allow snapshot interpolation and client-side prediction |
homepage | |
repository | https://github.com/Bendzae/bevy_replicon_snap |
max_upload_size | |
id | 1167824 |
size | 154,536 |
A Snapshot Interpolation plugin for the networking solution bevy_replicon in the Bevy game engine.
This library is a very rough proof of concept and not meant to be used in productive games
In the
examples you
can find a clone of the Simple Box
example of bevy_replicon
, in 3 versions:
no interpolation or prediction, interpolated, predicted. I recommend to look at
the diffs between those examples to gain a better understanding how this plugin
works.
Add the bevy_replicon plugin and this plugin to your bevy application.
The plugin needs to know the maximum server tick rate to estimate time between snapshots so it needs to be passed in on initialization:
const MAX_TICK_RATE: u16 = 30;
...
.add_plugins((
DefaultPlugins,
RepliconPlugins.build().set(ServerPlugin {
tick_policy: TickPolicy::MaxTickRate(MAX_TICK_RATE),
..default()
}),
RepliconRenetPlugins,
SnapshotInterpolationPlugin {
max_tick_rate: MAX_TICK_RATE,
},
))
...
To allow a Component to be interpolated it needs to implement the traits:
Interpolate
, Serialze
and Deserialize
.
This lib provides a basic derive macro for Interpolate
but for complex types
you will have to implement it yourself.
use bevy_replicon_snap_macros::{Interpolate};
#[derive(Component, Deserialize, Serialize, Interpolate, Clone)]
struct PlayerPosition(Vec2);
Next you need to register the component for Interpolation:
app.replicate_interpolated::<PlayerPosition>()
this also registers the component for replication by bevy_replicon.
Last Step is to add the Interpolated
Component to any entity that should be
interpolated.
commands.spawn((
PlayerPosition(Vec2::ZERO),
Replicated,
Interpolated,
...
));
To use client side prediction you need to implement the Predict
trait for any component and event combination to specify
how a event would mutate a component. This library will then use this implementation to generate respective server and client systems
that take care of predicting changes on client-side and correcting them should the server result be different. The context type T
can
used to pass in any context needed for the calculation.
impl Predict<MoveDirection, MovementSystemContext> for PlayerPosition {
fn apply_event(
&mut self,
event: &MoveDirection,
delta_time: f32,
context: &MovementSystemContext,
) {
self.0 += event.0 * delta_time * context.move_speed;
}
}
Additionally you need to register the Event as a predicted event aswell as the event and component combination:
app
.replicate_interpolated::<PlayerPosition>()
.add_client_predicted_event::<MoveDirection>(ChannelKind::Ordered)
.predict_event_for_component::<MoveDirection, MovementSystemContext, PlayerPosition>()
Finally, make sure the entities that should be predicted have the OwnerPredicted
component:
commands.spawn((
PlayerPosition(Vec2::ZERO),
Replicated,
OwnerPredicted,
...
));