Multiplayer programming bug BROKE MY GAME

https://www.youtube.com/watc...
I'm adding mutliplayer networking to my voxel game. I wanted to share this bug I ran into that took me a full day of detective work to solve. Reliable UDP was the root cause, because I didn't fully understand that the reason laminar recommends us to send a lot of reliable packets, is because, so packet acknowledgment are sent. I'm using laminar networking library for rust. https://github.com/TimonPost/laminar My discord group: https://discord.gg/9P8QSYf Want to support me? Monero: 43Ktj1Bd4Nkaj4fdx6nPvBZkJewcPjxPB9nafnepM7SdGtcU6rhpxyLiV9w3k92rE1UqHTr4BNqe2ScsK1eEENvZDC3W1ur Resources (The tech I'm using)! bevy game engine: https://bevyengine.org/ game_stat: https://github.com/TanTanDev/game_stat physics (3D and 2D): https://github.com/dimforge/rapier inspector ui (runtime tweaking): https://github.com/jakobhellermann/bevy-inspector-egui/ hot reloading using dlls/so files: https://docs.rs/dlopen/latest/dlopen/ benchmarking: https://github.com/bheisler/criterion.rs world generation: my own custom implementation is not open source at the moment. other rust libraries, that I recommend: game engine: https://github.com/not-fl3/macroquad Graphics rendering api: https://wgpu.rs/ multithreading: https://github.com/zesterer/lagoon profiling: https://crates.io/crates/profiling, using Optick feature #tantan #gamedev #netcode