ECS for Unity with full game state automatic rollbacks
framework
networking
csharp
unity
network
rollback
unity3d
pathfinding
ecs
transport
states
rts
game-state
3d-pathfinding
determinism
csharp-framework
ecs-framework
states-history
-
Updated
Aug 5, 2020 - C#
Assume
state(state.hpp) is process wide states, some resources are per-thread, while others (such as FDs, signal handlers) are per-process. It would be nice too have three APIs likereset(),cloned()andforked(), so that theunixclone(threads) andforkevents can be easily to implement.For instance, if we know some resources are shared among threads (per-process), in
rust