- Joining loads the server's island (seed, spawn, clock); the server
generates the same terrain from its seed and keeps a world clock that
pauses when empty
- Other players are procedural low-poly characters in their chosen colours
with name tags (hidden by walls, fading with distance), walk/run/swim
animation and held items
- Movement: local and instant, sent at 20 Hz stamped with the sender's
clock; the server refuses impossible moves (speed, rising, leaving the
island, underground) and sends the player back; flagged respawns allowed
- Avatars drawn 100 ms behind and interpolated, with brief extrapolation
- Online: no pausing, player list in the Esc menu, Disconnect back to the
title (with the reason); animals off and world changes local-only until
M2.3-M2.5, shown on the HUD
- test_net_world: real server + walking and cheating bots at 100 ms +/-
30 ms simulated latency (27 checks)