2DFPhysics
2D fixed-point physics for Unity (WIP). (by christides11)
Backroll
Unity C# Port of GGPO built atop Hourai Networking (by provencher)
2DFPhysics | Backroll | |
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2 | 4 | |
45 | 69 | |
- | - | |
0.3 | 0.0 | |
over 3 years ago | over 4 years ago | |
C# | ||
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
2DFPhysics
Posts with mentions or reviews of 2DFPhysics.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-02-03.
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Cross Platform Determinism?
I had not seen that rollback library before, but considering I'm working on a fighting game, GGPO is perfect! Considering it's a sprite-based fighting game, I plan on using this 2D physics library for deterministic collision detection.
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Fighting Game Networking?
I plan to use this in place of Box2D.
Backroll
Posts with mentions or reviews of Backroll.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-03-07.
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Help with Rollback Networking Solution for a Fighting Game
My issue though is that I don't know what networking solution to use for this, I've seen Quantum(https://www.photonengine.com/en-US/Quantum) but that is way too pricey for me now(It also uses its own physics which I have no use for since I made my own). I've also seen Unity GGPO(https://github.com/provencher/Backroll) but there is no documentation on how it is being used so I am really unsure of it. Does anybody have an idea on where to start with this? I am really lost and there doesn't seem to be any resources for developers on this in Unity.
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Looking for Programmers to Help Develop an Indie Anime Fighter Similar to Guilty Gear
There's plenty of free tutorials/resources for the various functions involved in a 2.5d fighting game (animation process, rollback netcode and such).
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Question: Why do devs feel the need to build in their own rollback when GGPO exists
Another one called Backroll that uses Hourai Networking along with ggpo's library in unity
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Fighting Game Networking?
GGPO is the P2P fighting game standard. A very kind soul has already ported it to Unity for your convenience: https://github.com/provencher/Backroll
What are some alternatives?
When comparing 2DFPhysics and Backroll you can also consider the following projects:
unity-deterministic-physics - Cross-platform deterministic physics simulation in Unity, using DOTS physics and soft floats
UnityGGPO - A DLL that lets you access the ggpo library easily from Unity, and an example project using it.
VelcroPhysics - High performance 2D collision detection system with realistic physics responses.
Backroll - Unity C# Port of GGPO built atop Hourai Networking
soft-float-starter-pack - Software implementation of floating point numbers and operations
BedcoreProtect - BedcoreProtect is a fast, efficient, data logging and anti-griefing tool for PocketMine servers. Rollback and restore any amount of damage.
Incremental - Incremental Deterministic Decimal Number Type in C#