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2026-03-17 12:33:35 UTC
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Liblast on Nostr: Yes, exactly! I am refraining from using Godot's stock multiplayer synchronizers to ...

Yes, exactly! I am refraining from using Godot's stock multiplayer synchronizers to have more control over what is happening every tick and to be able to use for exame general data compression and send one packer per peer per tick rather than a flood of RPC calls. Having a central event and wolrd state pump also would allow to use a cumulative priority queue to limit bandwidth and make the most out of every byte transmitted. Not everyone has fiber!