|3 months ago||about 1 month ago|
|-||GNU Lesser General Public License v3.0 only|
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Where to start with online multiplayer?
4 projects | reddit.com/r/gamedev | 28 Sep 2022
How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
3 projects | news.ycombinator.com | 28 May 2022
Honestly this is all largely a completely solved problem space. The article is just way out in left field seemingly fully oblivious to how game netcode currently works, which certainly isn't with AI prediction.
Look at actual game engine docs like this one from Valve https://developer.valvesoftware.com/wiki/Latency_Compensatin... or this one from Halo https://www.halowaypoint.com/news/closer-look-halo-infinite-...
But tldr is the only thing a client ever predicts is their own inputs, which of course can't really ever end up wrong later on. There's no other prediction happening (eg, the position of other players is not predicted)
And then for anti-cheat/optimization purposes the server also only sends positions for enemies that could be visible soon, which is done by taping into the same map chunking logic that would be used for asset streaming.
There's a ton of other great resources on this topic here https://github.com/ThusWroteNomad/GameNetworkingResources
But you'll find they all largely do the same basic thing. There's nuance in some of the rules and what state is replicated and what isn't (such as server side or client side ragdolls), but the general architecture tends to be the same. And without a fundamental shift in connectivity, seems pretty unlikely to change.
In what order would you add features for an MMO?
2 projects | reddit.com/r/gamedev | 29 Apr 2022
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
What are some alternatives?
NativeRenderingPlugin - C++ Rendering Plugin example for Unity
ValheimPlus - A HarmonyX Mod aimed at improving the gameplay and quality of life of the game Valheim.
Riptide - Lightweight C# networking solution for multiplayer games.
ENet-CSharp - Reliable UDP networking library
2DGD_F0TH - Mirror Repository for GameDev ebook "2D Game Development: From Zero To Hero"
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
herebedragons - A basic 3D scene implemented with various engines, frameworks or APIs.
unity-libs-nuget - Template for generating stripped Unity game libs nugets
nanoem - nanoem is an MMD (MikuMikuDance) compatible implementation and its like cross-platform application mainly built for macOS.
xLua - xLua is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc.
Onya - An open-source general-purpose programming language
bypass-paywalls-chrome - Bypass Paywalls web browser extension for Chrome and Firefox.