BedrockFramework
Mirror
BedrockFramework | Mirror | |
---|---|---|
6 | 23 | |
1,025 | 4,856 | |
- | 1.5% | |
0.0 | 9.8 | |
3 months ago | 6 days ago | |
C# | C# | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
BedrockFramework
- Is there a better way to do Sockets?
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Optimization/suggestions for networking library
PS: I wrote a networking library that I should fine more time to work on here https://github.com/davidfowl/BedrockFramework/. It might serve as some inspiration.
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Sources for TCPClient and sockets programming
Sockets are best handled by a dedicated library. Another good tcp/socket library is Project Bedrock. It runs on top of kestrel, is very fast and stable.
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C#10 e ASP.NET 6, oque esperar dessa dupla?
Mais informações: BedrockFramework
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Help needed for creating a windows service that runs TCP socket server and keep listening for the incoming client requests.
Shameless plug https://github.com/davidfowl/Bedrockframework
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dotnet console program stops running on its own
Shamless plug, you can use a networking framework that does this for you https://github.com/davidfowl/BedrockFramework.
Mirror
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Release Radar • February 2024 Edition
Woah, over 80 versions 😮! This is a project with over 1,740 releases over the past five years. Mirror is one for the game devs in the room. It's a high level networking library for Unity. Used in some of the top video games, Mirror is used by thousands of game developers around the world. The latest update brings Mirror in line with the latest Unity version, includes better motion smoothing time, and lots more. Check out all the changes in the Mirror changelog.
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What are some big no-nos when designing multiplayer functionality?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
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Creating multiplayer VR experiences
Mirror is another option.
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Messing around with Generic Types, Thought I'd share this fun function
Unity's package is, from what I understand, an imitation of Mirror (which is kind of ironic given the name) but I don't know if they have improved it since I last checked. At that point, you might want to consider Mirror instead.
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Spent April learning Unity, started a little dice roller to show off the dice my brother designs
Multiplayer is something I've wanted to try, just so other people can see the dice rolls that each player makes. I found a cool multiplayer library that I hope to try out later, it is called Mirror ... is that what you use? https://github.com/MirrorNetworking/Mirror
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Creating an MMO. (Looking for wisdom)
I'd suggest getting an experienced developer on board, one that has worked with networking before. Multiplayer games are hard to buid. Regarding networking frameworks, I know Mirror for Unity has been tested for an MMO use case. Not sure about Unity's first-party Networked Game Objects solution.
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After updating Mirror, I now have all of these errors...
Are you using AsmDef assembly files? If so make sure you have Mirror.Transports.asmdef referenced in your main (Source folders) asmdef.
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Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)
I dunno why they'd even bother implementing that when mirror did it for free
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Is it hard making a open world multiplayer game as an indie dev?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
- GitHub - MirrorNetworking/Mirror: #1 Open Source Unity Networking Library
What are some alternatives?
WatsonTcp - WatsonTcp is the easiest way to build TCP-based clients and servers in C#.
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
SimpleUnityTCP - 🖧 Simple Unity Project to show how TCP communication are builded in C# without multi-threading or Unity network (Unet) involved.
Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror
XPlaneConnector - Read data and send commands to XPlane via UDP
EpicOnlineTransport - A Transport for Mirror using Epic Online Services
notifo - Multi channel notification service for collaboration tools, e-commerce, news service and more.
Riptide - Lightweight C# networking solution for multiplayer games.
NModbus4 - NModbus4 is a C# implementation of the Modbus protocol. This project is archived in favor of https://github.com/NModbus/NModbus
2D-MMORPG-Youtube - An Open Source 2D MMORPG with Azure (AKS [K8s], CosmosDB and Redis) and Unity Game Engine
perfview - PerfView is a CPU and memory performance-analysis tool
ServUO - An Ultima Online server emulator written in C# .NET