10 releases (4 breaking)
new 0.19.0 | Jan 28, 2025 |
---|---|
0.18.0 | Dec 23, 2024 |
0.17.1 | Aug 30, 2024 |
0.16.4 | Aug 2, 2024 |
0.15.1 | May 16, 2024 |
#190 in Game dev
93 downloads per month
2MB
42K
SLoC
Examples
This folder contains various examples that showcase various lightyear
features.
The top level Cargo.toml
workspace defines the deps that examples can use and pick features from.
Easy
simple_setup
: minimal example that just shows how to create the lightyear client and server pluginssimple_box
: example that showcases how to send inputs from client to server, and how to add client-prediction and interpolation
Medium
client_replication
: example that shows how to replicate entities from the client to the server. (i.e. the client has authority)delta_compression
: example that shows how a component can be replicated with delta-compression enabled. Whenever the component value changes, only the difference is sent over the network, instead of the full component value.interest_management
: example that shows how to use interest management to only replicate a subset of entities to each player, via theVisibilityManager
and theRoomManager
replication_groups
: example that shows how to replicate entities that refer to other entities (e.g. they have a component containing anEntity
id). You need to useReplicationGroup
to ensure that the those entities are replicated in the same messagepriority
: example that shows how to manage bandwidth by enabling priority accumulation. Messages will be sent in order of their priority.
Advanced
avian_physics
: example that shows how to replicate a physics simulation using xpbd. We also use theleafwing
feature for a better way to manage inputs.avian_3d_character
: example that shows clients controlling server-authoritative 3D objects simulated using avian.spaceships
: more advanced version ofavian_physics
with player movement based on forces, fully server authoritative, predicted bullet spawning.fps
: example that shows how to spawn player-objects directly on the Predicted timeline, and how to use lag compensation to compute collisions between predicted and interpolated entities.auth
: an example that shows how a client can get aConnectToken
to connect to a serverlobby
: an example that shows how the network topology can be changed at runtime. Every client can potentially act as a host for the game (instead of the dedicated server).
Running an example
- Run the server with a gui:
cargo run server
- Run client with id 1:
cargo run client -c 1
- Run client with id 2:
cargo run client -c 2
- Run the client and server in two separate bevy Apps:
cargo run
orcargo run separate
- Run the server without a gui:
cargo run --no-default-features --features=server
- Run the client and server in "HostServer" mode, where the server is also a client (there is only one App):
cargo run host-server
You can control the behaviour of the example by changing the list of features. By default, all features are enabled (client, server, gui).
For example you can run the server in headless mode (without gui) by running cargo run --no-default-features --features=server
.
You can modify the file assets/settings.ron
to modify some networking settings.
Testing in wasm with webtransport
NOTE: I am using trunk to build and serve the wasm example.
To test the example in wasm, you can run the following commands: RUSTFLAGS='--cfg getrandom_backend="wasm_js"' trunk server --features=client
You will need a valid SSL certificate to test the example in wasm using webtransport. You will need to run the following commands:
cd "$(git rev-parse --show-toplevel)" && sh examples/certificates/generate.sh
(to generate the temporary SSL certificates, they are only valid for 2 weeks)cargo run -- server
to start the server. The server will print out the certificate digest (something like1fd28860bd2010067cee636a64bcbb492142295b297fd8c480e604b70ce4d644
)- You then have to replace the certificate digest in the
assets/settings.ron
file with the one that the server printed out. - then start the client wasm test with
RUSTFLAGS='--cfg getrandom_backend="wasm_js"' trunk server --features=client
NOTES
The common crate provides the initial UI setup along with a connect/disconnect button, and manages the bevygap stuff if needed.
Building for Edgegap
# building the game server container
docker build -t examples -f examples/Dockerfile.server --progress=plain --build-arg examples="simple_box spaceships" .
# and to run, specify the example name as an env:
docker run --rm -it -e EXAMPLE_NAME=simple_box examples
# or with a key and an extra SANs for self-signed cert:
docker run --rm -it -e EXAMPLE_NAME=simple_box -e LIGHTYEAR_PRIVATE_KEY="1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1" -e SELF_SIGNED_SANS="example.com,10.1.2.3" examples
Dependencies
~64–110MB
~2M SLoC