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inlife authored Sep 11, 2022
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#### Without librg

Usually, the networked game world consists of a set of networked players and a bunch of networked entities. The typical variant of setting up the synchronization relations between entities and players is to set up Everything-to-Everyone connections. That is the most simple to set up approach, which, unfortunately, at later stages, many entities become bandwidth-inefficient.
Usually, the networked game world consists of a set of networked players and a bunch of networked entities. The typical variant of setting up the synchronization relations between entities and players is to set up Everything-to-Everyone connections.

This is the most basic setup to follow. However, with an increasing amount of entities, it becomes rather bandwidth-inefficient.

![world_without_librg](https://user-images.githubusercontent.com/2182108/189517945-afa096dd-f2f5-42cb-a0b9-22c2b81bc03b.png)

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## Networking integration

The overall interface of the library was made in such a way that majority of the networking libraries are supported.
The overall interface of the library was made with support of majority of network libraries in mind

All you would need to have from a library is:
The networking library has to support:

1. Ability to send and receive a `char *` buffer
2. Ability to read or set that buffer size
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### World Replication

Here is a simple illustration that attempts to describe how the library works on a simple 2d world of 4x4 chunks.
Here is a simple illustration that attempts to replicate how the library works on a simple 2d world of 4x4 chunks.
For a 3d world of bigger size everything would work in a very similar way, just in 3 dimensions.

<a href="https://user-images.githubusercontent.com/2182108/83945607-87d64400-a814-11ea-8897-3c268b26b0f7.png" target="_blank">
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