DarkflameServer VS open-builder

Compare DarkflameServer vs open-builder and see what are their differences.

DarkflameServer

The main repository for the Darkflame Universe Server Emulator project. (by DarkflameUniverse)

open-builder

Open "Minecraft-like" game with multiplayer support and Lua scripting support for the both client and server (by Hopson97)
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DarkflameServer open-builder
16 2
605 689
1.2% -
9.6 1.0
4 days ago about 1 year ago
C++ C++
GNU Affero General Public License v3.0 GNU General Public License v3.0 only
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.

DarkflameServer

Posts with mentions or reviews of DarkflameServer. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-02-15.

open-builder

Posts with mentions or reviews of open-builder. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2020-12-28.
  • Generating vertices for non-basic blocks help (Beginner)
    1 project | /r/VoxelGameDev | 22 Aug 2022
    Another method I think I noticed (probably not, not really sure what I'm talking about) is from Hopson97's open-builder game open-builder/chunk_vertex.glsl at master · Hopson97/open-builder · GitHub where texture coords are stored in the vertex shader. Would the idea for other block types for the above method to have a 2d array of the other block types textures like doors etc? Not sure about this method cause doesn't this require a vertex buffer which the "figured out an optimization" guy says is slow. If so that doesn't seem very sustainable.
  • Some early gameplay from my voxel game: Wanderers
    2 projects | /r/VoxelGameDev | 28 Dec 2020
    For example, in this Notch article, he discussed using trilinear interpolation to speed up noise evaluation as well as to smooth out rough parts. But I tested, and both of his problems actually came mostly from using too many noise octaves. Minecraft used 16 octaves for each noise channel, and 8 octaves for the blending noise, when just 5-6 and 2-3 would be enough. The rest of the speed problems could be solved by implementing something to skip noise evaluations when they wouldn't matter, at least above/below max/min biome height if not dynamic octave skipping. See this screenshot difference.

What are some alternatives?

When comparing DarkflameServer and open-builder you can also consider the following projects:

NoahGameFrame - A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.

FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go

forgottenserver - A free and open-source MMORPG server emulator written in C++

BetterSpades - BetterSpades, an Ace of Spades client targeted at low end systems (GL/ES 1.1). Runs on your grandmother's rig!

OpenRCT2 - An open source re-implementation of RollerCoaster Tycoon 2 🎢

buildcache - A build cache

Sapphire - A Final Fantasy XIV 4.0+ Server Emulator written in C++

Yuescript - A Moonscript dialect compiles to Lua.

Arrowgene.KrazyRain - Research for reviving and server emulation of the game KrazyRain

PolyMC-Offline - Fork of PolyMC with offline patches for personal use.

UOX3 - Ultima Offline eXperiment 3 - the original open source Ultima Online server emulator - v0.99.6

OCRemote - Computer-based storage and automation system for modded Minecraft