Are there any best practices for building the server side of a multiplayer FPS in Rust/websocket.
Think something like the server side of Quake, except in Rust, and over websocket.
Mainly I want to learn what the main performance bottlenecks / sources of latency are, and how to avoid them.
Thanks to everyone for replies.
Yes, the reason for websocket rather than TCP/UDP is: client is in browser (forgot to mention this above).
Thanks, it does appear the higher orderbit is TCP vs UDP, i.e. websocket -> webrtc.