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**Is your feature request related to a problem? Please describe.**
For a better UX, I may only want to play effects when an event in my game won't be unwound due to being out of sync. For example, in…
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**Is your feature request related to a problem? Please describe.**
The input for the game I'm working on is difficult to serialize into a fixed size `Vec`. Each player has different abilities that ch…
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While i've done simple quick start guide to show how the library works, having an actual example project is probably a better way of showing the library in action.
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Currently, the library is completely untested with IPv6 addresses. Theoretically, rusts `SocketAddr` should be able to handle both IPv6 and IPv4, but it is unclear if the current setup, [especially he…
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**Is your feature request related to a problem? Please describe.**
I'm using ggrs for a 8/9 player PvE game (8 humans, 1 server). I currently, could not construct a P2PSession with more than 4 player…
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**Is your feature request related to a problem? Please describe.**
To make a high quality, robust game, I need to be able to experiment with how it works when the local or remote player(s) have poor …
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Adicionar um README.md ou algum arquivo para que este repositório possa ser forkado/receber PRs.
Fiz um circuito de base e gostaria de já fazer um PR aqui.
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Since the UDP bindings are just a single file, it shouldn't be too bad to add webrtc support. The problem with that is only that webrtc itself is a fickle beast, but that just comes with exporting to …
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https://github.com/johanhelsing/matchbox: "Painless peer-to-peer WebRTC networking for rust wasm"
Also is there any way to use a custom signalling service?
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**The problem:** No checksums are generated, so `SyncTestSession` cannot compare checksums.
In order to make `SyncTestSession` meaningful, the GGRS plugin either needs to automatically compute a c…