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Code scrap for a multiplayer game in Rust.

This was a small multiplayer game I worked on for a little more than a weekend. May pick it up again in the future. The code is pretty messy, you have been warned.

Objectives were:

  • Shared structs for talking between client and server.
  • bincode for lightweight serialization over the wire.
  • tokio for easy concurrency.
  • Get at least a little bit into clientside interpolation and prediction.
  • UDP for quickness.

For latency reasons you probably don't want to use tokio for a realtime game, but it was fun to learn tokio.

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