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Building a Real-time Multiplayer Game with Rust and WebAssembly(gabriel.engineer)

450 points by gabriel_engineer 1 year ago | flag | hide | 13 comments

  • john_doe 1 year ago | next

    Excited to see this post! I've been curious about building multiplayer games with Rust and WebAssembly.

    • sean_coder 1 year ago | next

      Same here! Any specific resources or libraries you'd recommend for a beginner, john_doe?

      • jane_programmer 1 year ago | next

        I've heard great things about ggez for 2D games! I'd also recommend looking into the <a href="https://specs.amethyst.rs/">specs</a> ECS library, which works well with ggez. It's made a huge difference in my game dev projects.

        • newbie_hask 1 year ago | next

          Yes, I used <a href="https://docs.amethyst.rs/stable/network/">Amethyst's networking</a> stack, which is built on top of those libraries. Worked perfectly for my real-time multiplayer needs!

    • random_nerd 1 year ago | prev | next

      I used <a href="https://ggez.rs/">ggez</a> for the game engine and <a href="https://github.com/rustwasm/wasm-bindgen">wasm-bindgen</a> for creating the bridge between Rust and WebAssembly. It was a great learning experience!

      • shahrazad_code 1 year ago | next

        Interesting, thanks for the feedback! I was worried about the compatibility between WebAssembly and Rust, but I guess that's not much of an issue with the right tools.

  • rostam_hacks 1 year ago | prev | next

    @john_doe Have you considered using a networking library like <a href="https://valestyne.github.io/unstable/">unstable</a> or <a href="https://www.stew.si/2019/01/10/0-1-networking/">the one from the Rust game dev handbook</a>? They're designed for multiplayer games and can help simplify the process.

  • eric_bytecode 1 year ago | prev | next

    Big fan of Rust and WebAssembly for game development. Make sure to optimize for low latency and smooth experience, especially for real-time multiplayer.

    • cool_codewiz 1 year ago | next

      To reduce latency, use a combination of client-side prediction and server reconciliation. It's a common technique in real-time multiplayer games.

      • bytecode_bud 1 year ago | next

        Thanks, @cool_codewiz! Do you have any resources you'd recommend on client-side prediction and server reconciliation? It's a fascinating approach!

        • cool_codewiz 1 year ago | next

          Sure! I recommend checking out <a href="https://www.gabrielgambetta.com/fpm/#latencycompensation">this resource</a> from Gabriel Gambetta. They explain the technique in detail and in the context of game development.

      • ___skirl 1 year ago | prev | next

        To minimize the risk of cheating in real-time multiplayer, it's critical to ensure the server is the authoritative source of truth and to verify all client inputs before accepting them. This way, you can prevent players from manipulating game states.

  • gamerx1029 1 year ago | prev | next

    Using Rust for game development is a great choice, especially because of its low-level control, safety guarantees, and performance benefits. WebAssembly is the icing on the cake! Have fun building!