The Impatient Programmer's Guide to Bevy and Rust: Chapter 12 - Let There Be Networking
By the end of this chapter, you'll learn to:
- Understand how multiplayer games actually work under the hood, the four systems every online game needs (identity, persistence, real-time sync, and server authority).
- See why SpacetimeDB is a fundamentally different approach: instead of stitching together a web server, a database, a WebSocket layer, and an auth system, you write one Rust module.
- Set up SpacetimeDB locally, publish your first server module.
- Implement the server side: a player table that stores who exists in your world, and reducers that automatically handle players joining, leaving, and coming back.
- Connect your Bevy game to the server so that clicking Multiplayer opens a live connection screen showing your player name and who else is currently online.
- Run two instances of your game side by side and watch them recognize each other as separate players on the same shared server.
u/febinjohnjames — 1 day ago