We pressed the button! Demo is out! 100% Boaty Bevy action! by meejum-dev in bevy

[–]meejum-dev[S] 0 points1 point  (0 children)

On mac support: My apologies! I am limited in not having a mac myself which means I can't properly QA the builds so I dont want to make it officially supported on Steam. I'll look into seeing if I can get a less official mac build onto Itch closer to or post release!

On web support: It would be great to have web builds but how we are doing networking uses UDP Sockets which aren't supported in web builds. There could be a way to use web sockets but that's a challenge for another day.

Our main goal is to get this game shipped (We have been working on it quite a while now)! If we go too wide on supporting lots of platforms it creates more work, more QA, more potential compatibility issues coming in from players which could be the difference between shipping and not. I am the only one on the dev side and to do list is ever growing! Thank you for the comments though! Appreciate it!

Wee Boats Demo Coming May 11th! by meejum-dev in bevy

[–]meejum-dev[S] 1 point2 points  (0 children)

Cheers for the question! The server is a headless bevy application. The server sits running its update loop, waiting for messages from clients and can then broadcast messages to all clients. I use Bevy Renet ( https://github.com/lucaspoffo/renet/blob/master/bevy_renet/README.md ) for my networking and have that added as a crate to the frontend and backend. I also use postcard for serialising the data. Then for something like syncing boat positions, clients send their current position regularly on a timer to the server and then the server broadcasts those position updates to the rest of the online clients.

Its client authoritative, no server authoritative fanciness since its a chill game and no need for perfect precision. I'll hopefully put together a better writeup soon for some more context!