About this project
Bevy Replicon is a server-authoritative replication crate designed for the Bevy game engine. It aims to simplify the implementation of multiplayer networking in games by providing a robust and highly optimized framework.
### Key Features
- **Automatic World Replication**: Handles the synchronization of game worlds between server and clients.
- **Remote Events and Triggers**: Allows execution of actions across the network.
- **Authorization Support**: Provides built-in hooks for validating client actions.
- **Client Visibility Control**: Fine-grained control over which entities and components are visible to which clients.
- **ECS-Based Sync Rules**: Uses Bevy's Entity Component System (ECS) relationships to define replication rules.
- **Custom Serialization**: Supports custom serialization logic, even for complex types like `Box<dyn Reflect>` that do not implement standard `serde` traits.
- **Abstracted Game Logic**: Enables the same codebase to run as singleplayer, client, dedicated server, or listen server.
- **No Built-in I/O**: Decoupled from specific network transport protocols, allowing integration with various messaging backends.
- **Optimized and Robust**: Heavily optimized for performance, with high test coverage and support for `no_std` environments.
### Ecosystem and Integrations
Replicon integrates with several messaging backends, including:
- `bevy_replicon_renet` and `bevy_replicon_renet2` (for Bevy Renet)
- `bevy_replicon_quinnet` (for Bevy Quinnet)
- `aeronet_replicon` (for Aeronet)
- `bevy_replicon_matchbox` (for Matchbox)
Additionally, the ecosystem supports client-side prediction, interpolation, and rollback through libraries like `bevy_rewind` and `bevy_timewarp`.
### Compatibility
The crate maintains strict semantic versioning compatibility with various Bevy engine versions, ranging from Bevy 0.10 to 0.19.
### License
Released under the Apache License 2.0 or the MIT License.
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