π High-Level Goal
Support a 64 v 64 (128 total) βHell-Let-Looseβstyleβ FPS with Godot clients and an authoritative Rust server, while keeping latency low (< 80 ms RTT budget) and bandwidth reasonable for both clients (< 250 kbps) and the server box (< 25 Mbps).
ββββββββββββββββββββββββββββββββββββββββ
- Core Design Pillars
ββββββββββββββββββββββββββββββββββββββββ
β’ Authoritative server β no trust in clients
β’ UDP first, with a light reliability/ordering layer (think ENet/Laminar/QUIC)
β’ Fixed-rate server simulation tick, client-side prediction + interpolation
β’ Delta-compressed, relevance-filtered snapshots (a.k.a. interest management)
