🚀 High-Level Goal
Support a 64 v 64 (128 total) “Hell-Let-Loose–style” 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).
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- Core Design Pillars
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• Authoritative server ‑ no trust in clients
• UDP first, with a light reliability/ordering layer (think ENet/Laminar/QUIC)
• Fixed-rate server simulation tick, client-side prediction + interpolation
• Delta-compressed, relevance-filtered snapshots (a.k.a. interest management)