Eivar-Online
Multiplayer prototype: server-authoritative Rust simulation, replicated state, client-side prediction.
How do you keep a shared game world consistent while making it feel responsive to each player? I am exploring authoritative simulation, replicated state and client-side prediction in Rust.
An open-source multiplayer prototype written in Rust, with Bevy ECS for gameplay and SpacetimeDB for replicated state. I work on simulation, client-side prediction and game mechanics: crowd-control, ability kits, loot, gathering, crafting and player markets. A place to explore game development, networking and WebAssembly together.
- 01Server-authoritative simulation with client-side prediction
- 02Replicated state through a SpacetimeDB module compiled to WebAssembly
- 03Loot, gathering, crafting and player markets as bounded domain events
How ECS design, replicated state and client-side prediction fit together: the server enforces the rules while the client keeps play responsive.










