It’s a crate for server-authoritative networking. We use it for Simgine, but it’s general-purpose.
This release features a new visibility system. It’s component-driven, so you don’t have to maintain visibility separately from your gameplay logic. And it now supports both component and entity visibility. It took quite some time to refactor the codebase to support this, but I’m very happy with the result 🙂
See the changelog for the full list of changes.
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