GameNetworkingSockets
HeroicGamesLauncher
GameNetworkingSockets | HeroicGamesLauncher | |
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36 | 29 | |
8,310 | 572 | |
1.4% | - | |
8.3 | 9.3 | |
2 months ago | over 3 years ago | |
C++ | TypeScript | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 only |
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GameNetworkingSockets
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Quake 3 Source Code Review: Network Model
GameNetworkingSockets from Valve. Maybe not middleware enough? You have to implement the serialization and a state update strategy yourself.
Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
https://github.com/ValveSoftware/GameNetworkingSockets
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How are game servers financed
Steam does have a NAT traversal/punchthrough service too. It's apparently usable without Steam according to their README on https://github.com/ValveSoftware/GameNetworkingSockets but honestly the only easy to use implementation I know is in Facepunch.Steamworks which requires a SteamID to initialize
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Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
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Steam is very good, but I do wish for more effort in the competition.
There are some general APIs that are tied to Steam, like some networking stuff (even then there's an open source library), but the devs are not required to use any of those. If the devs chose to develop exclusively for steam and use their libraries, then that's their own decision.
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I FIGURED OUT NETWORKING
Keep in mind that if you do go the GodotSteam route, there's GameNetworkingSockets from valve that doesn't have the requirement of needing Steam that you can use for releasing on other platforms. It has the same interface as the Steamworks SDK without requiring the Steamworks SDK.
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Peer to Peer online multiplayer?
Their UDP-but-connection-based game networking protocol can be used completely separetely from Steam (it also supports encryption). I think that does not include their relay networking solution, but still.. maybe it's helpful. They also have a TCP-like interface to make it easy to plug into an existing solution.
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What kind of person do I need to find to get help with this issue?
You can also use the non-Steam parts of that library in any game in case you don't just release on Steam (have a look at https://github.com/ValveSoftware/GameNetworkingSockets )
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Multiplayer game packaging
If you want to go the route of using a raw protocol and packing your messages yourself, I suggest to at least have a look at Valve's GameNetworkingSockets either for inspiration of what you might need or even to just use the library: https://github.com/ValveSoftware/GameNetworkingSockets
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does it cost money to have a small coop server?
There is early NAT piercing support in Valve's GameNetworkingSockets. Check out:
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What network messaging library do you recommend?
You can also try Valve's GameNetworkingSockets with a serialization of your choice.
HeroicGamesLauncher
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(Release) Heroic Games Launcher v1.0 'Enel' is Ready ;
Thanks for all the encourage we got from the Linux community! So, here's the changelog and a few Screenshots: * Completely changed the design based on the UX research we did * Added Global and per Game Settingspage to configure default wine (or proton), wine prefix, and launch options. * Option to install the game on a default path(configurable), custom path, or import an already installed game. * No need for Xterm anymore, all installation feedback is on the installation page now. * Login screen redone * Better menus for log out and refresh library * Option to filter only installed games. * Possibility to stop the installation * Possibility to stop a running game * Added Game description * Several bugfixes * Heroic creates a default config folder in $HOME/.config/heroic/config.json * Both Game configs and Launch logs are saved for the debugging process in the config folder /GamesConfig https://preview.redd.it/fvf8t9kb6ca61.png?width=1410&format=png&auto=webp&s=1fca45b4b0daf31e1ba9474fbaadfa4ff1599a7c https://preview.redd.it/9bwn88jc6ca61.png?width=1447&format=png&auto=webp&s=c646e878b1a4d15283830f0d3cb7088c19cab93a https://preview.redd.it/pas5p7rd6ca61.png?width=1410&format=png&auto=webp&s=d8583da2d3d8c9efdf1b4a4b434c87816913e3f7 https://preview.redd.it/fla5od3f6ca61.png?width=1410&format=png&auto=webp&s=ba416573456f66c94ff6741eec3ca1c3c9e29aed https://preview.redd.it/rd9a0ovf6ca61.png?width=1410&format=png&auto=webp&s=fa7cd7787b151e8747ffa2ac30e8283e7d3c2a63 https://github.com/flavioislima/HeroicGamesLauncher/releases
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Epic Games releases free anti-cheat and voice chat services for developers
https://github.com/flavioislima/HeroicGamesLauncher you can kinda yeet official EGS with this
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Epic games won't launch, showing only blank client screen of epic games
Do you need egs? Have you tried https://github.com/flavioislima/HeroicGamesLauncher
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epic games on lutris doesn't work (with debug options)
I gave up trying to get it to work via Lutris. I think your best bet is to use Heroic Games Launcher (a native Linux third party app for downloading your Epic Games Store games).
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Very accurate...
Also all Blizzard games work perfectly in linux since improvements around 1-2 years ago, and there is now a native epic games launcher where lots of non-steam games work. People have also gotten Battlefront 2 and similar Origin games working, but I don't have much experience with that.
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(Release) Heroic Games Launcher 1.5.5 - Native alternative to Epic's Launcher
Download Link: https://github.com/flavioislima/HeroicGamesLauncher/releases
- any tutorials on how to dual boot from manjaro?
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Looking to make the switch from Windows 10 to Linux. A few general questions...
Is this the epic replacement you're referring to? I haven't heard of this before. I've been running epic games through proton and it's a bit of a PITA. would be nice to have a more seamless experience.
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Installing custom lutris-wine or steam proton version inside the heroic game launcher.
Did you check the git for installation or possible fixes for using custom wine?
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Klei Entertainment sold out; Tencent now majority shareholder
Well if you owned rocket league before the epic games takeover then you can still play on steam. Also maybe check out Heroic for a native Linux EGS client
What are some alternatives?
nakama - Distributed server for social and realtime games and apps.
legendary - Legendary - A free and open-source replacement for the Epic Games Launcher
netcode.io - Secure client/server connections over UDP
proton-ge-custom - Compatibility tool for Steam Play based on Wine and additional components
libzt - Encrypted P2P sockets over ZeroTier
minigalaxy - A simple GOG client for Linux
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
docs
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
wine
GlosSI - Note that I am not currently contributing to GlosSI. This fork is only here just in case I do decide to contribute again.
VeraCrypt - Disk encryption with strong security based on TrueCrypt