AI Useage & Other References
I'd say 20% of this code was generated by AI. Sometimes because I was genuinly stuck and just needed to get something working. Other times because the result was close enough to what I would have done anyway. However I am trying to actually get some learning done with this project and not just vibe my way to a result. I would appreciate it if you treated it the same.
These docs were initially generated by Claude 4.6. I simply would not have been able to get it all written without taking a year. Please open a pull request if you find stuff that is completely off. I will dig through them section by section to update them.
If you are using AI to help you build out a feature please commit with the model as co author in the commit message. For example:
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
References
This project is basically a combination of a alot of different resources. Some of the main ones being:
- https://gafferongames.com/
- An absolutely great resource for all kinds of networking related content.
- https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
- This is basically where the
sv_andcl_commands structure came from along with the tickrate setup and command buffer queue.
- This is basically where the
- https://gameprogrammingpatterns.com/
- Great book. Highly recommended. The state machine and event observers are basically taken 1 to 1 from this.
- https://threejs-journey.com/
- Amazing resource for threejs. Some of the code for example in the render setup class etc. is literally taken from the lessons.
Some other great resources I kept jumping back to:
Some of the core libraries that this builds on top of:
- https://rapier.rs/ for server & client side physics.
- https://github.com/geckosio/geckos.io UDP using WebRTC for all the realtime data transfer
- https://threejs.org/ for the client rendering side and the scene is also held on the headless server instance.