Highly concurrent multiplayer focused game engine, with an emphasis on realtime streamable asset management.
- Fast: Logic should be quick and efficient, as well as highly concurrent and/or parallel. Async is used where it makes sense, e.g. for IO operations.
- Modular: Most subsystems should have swappable implementations to fit different technologies and/or platforms.
- Multiplayer-Orientated: This engine is designed to be used for multiplayer games, and its design should reflect that.
An all-purpose game engine. gTether isn't designed to cater to any situation, but is rather intended for a specific category of game. gTether is also not designed to be a "simple" game engine. While we avoid complexity for the sake of complexity, we will prioritize function over ease-of-use.
If a simple all-purpose game engine is what you are looking for, you may be interested in Bevy instead.
Take a look at the examples, especially the Reversi example.
While gTether is pre-1.0, in accordance with semantic versioning, any version change is allowed to be breaking. For this reason, it is recommended to use exact versions when depending on gTether. While pre-1.0, minor version bumps will be used for brand new or overhauled systems, while patch version bumps will be used for all other lesser-scope changes.
After 1.0 is released, versioning will continue to follow SemVer as normal.
gTether is free and open source. It is licensed under BSD-2-Clause-Plus-Patent. This serves as an alternative to dual licensing under MIT/Apache-2.0, which is commonly used in the broader Rust ecosystem.