I am creating a new rust game engine

Hey vibecoder here

creating a own rust webgpu game engine with a 8 player online multiplayer shooter game here the repo

would love support feedback or my first tester anyone who wants to playtest with me leave me a message

Nice work man. It ran fine on mine without the 4s delay you mentioned about offline mode. I couldn't be certain because there's a lot of code to look at, but I would point Claude at line 658 in the file "crates/game/src/main.rs", that looks like where the creation of the game world is dependent on the network connection results.

When I was moving the character in the bottom-right corner area, it triggered these 'calloop::loop_logic' warnings in the terminal, to give to the claude agent for debugging

2026-08-30T04:57:19.560845Z  WARN wgpu_hal::gles::egl: Re-initializing Gles context due to Wayland window
2026-08-30T04:57:19.600999Z  WARN wgpu_hal::gles::adapter: Detected skylake derivative running on mesa i915. Clears to srgb textures will use manual shader clears.
2026-08-30T04:57:19.601069Z  INFO ember_engine::renderer: GPU adapter selected gpu=Intel(R) HD Graphics 530 (SKL GT2) backend=Vulkan
2026-08-30T04:57:37.108830Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 4, sub_id: 0 }
2026-08-30T04:57:38.624623Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 5, sub_id: 0 }
2026-08-30T04:57:54.659589Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 6, sub_id: 0 }
2026-08-30T04:57:58.074656Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 9, sub_id: 0 }
2026-08-30T04:57:59.240538Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 10, sub_id: 0 }
2026-08-30T04:58:05.157754Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 14, sub_id: 0 }
2026-08-30T04:58:11.842780Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 18, sub_id: 0 }
2026-08-30T04:58:13.424672Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 19, sub_id: 0 }
2026-08-30T04:58:16.959100Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 21, sub_id: 0 }
2026-08-30T04:58:24.809098Z  WARN calloop::loop_logic: [calloop] Received an event for non-existence source: TokenInner { id: 3, version: 24, sub_id: 0 }
Segmentation fault (core dumped)

and the 'Segmentation fault (core dumped)' at the end is similar to a problem I had in raylib-rs game library, it could mean any variety of things, for me it was a 3d mesh armature animation not unloading correctly on shutdown, so when the window was closed manually it gave a segfault. Just some anecdotal debugging clues for the claude agent to consider.