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This page describes the engine’s networking libraries: network-server and network-client. Together they provide a small, pragmatic networking layer used by the example pong-network game. The same apps can also run without a game server, hosted by one of the players.

Goals

  • Keep the protocol minimal and predictable for multiplayer games.
  • Let each packet pick its delivery guarantees through four channels: reliable or unreliable, ordered or unordered.
  • Use well-understood transports: TCP for the reliable channels and UDP (WebRTC) for low-latency, best-effort ones.