GameNetworkingSockets
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GameNetworkingSockets | wine | |
---|---|---|
35 | 35 | |
7,818 | 2,893 | |
1.3% | 2.7% | |
8.4 | 9.9 | |
28 days ago | 4 days ago | |
C++ | C | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
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.
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.
- The Riftbreaker adds Steam Workshop Support, AMD FSR 2.1 support, Optimized CPU performance and more
wine
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Why SciPy builds for Python 3.12 on Windows are a minor miracle
Sometimes when a detail of Windows isn't documented, the Wine source code can be useful. Have you tried looking at it for details of win64 SEH? For example:
https://github.com/wine-mirror/wine/blob/master/dlls/ntdll/e...
https://github.com/wine-mirror/wine/blob/master/dlls/msvcrt/...
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RIP, WordPad
Source code: https://github.com/wine-mirror/wine/tree/master/programs/wor...
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DirectX 12 Support on macOS
It's Wine with some special sauce (Apple couldn't reuse VKD3D because they chose to invent Metal rather than stick with OpenGL/Vulkan so they had to build their graphics translation themselves). Crossover is built on the same technology. In fact, Apple's brew script literally links to Crossover's sources: https://raw.githubusercontent.com/apple/homebrew-apple/main/...
Things like the crypto API should be implemented if you can find the reference for your specific API calls here: https://github.com/wine-mirror/wine/tree/master/dlls/crypt32
Apple's version of Wine is aimed at developers, though. It shouldn't take too long for someone to make an app or script to easily set up environments with the developer runtime, but I doubt they'll support it as well as Valve supports Proton. If your application of choice doesn't need any fancy graphics, there's a decent chance Wine/Crossover can already run it anyway, no need to mess with Apple's SDK.
With the M2 Max outputting 28fps at 1080p (screenshot linked), I wouldn't expect too much from the gaming performance of this thing, though.
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Ask HN: Who is hiring? (May 2023)
Not the OP, but Github's stats on https://github.com/wine-mirror/wine say the current Wine codebase is 95.1% C, 0.3% C++
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Show HN: Generate commit messages using GPT-3
Take a look at Wine's commit log. It's really well curated. https://github.com/wine-mirror/wine/commits/master
- Looking to build a stripped down linux distro with *only* wine 🍷 !!
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Wine GE proton 7-33 released
Fixes Overwatch 2 game freeze after a few seconds in game. After a long bisect it was found that wine-mirror/wine@4bf9d24 from upstream wine wine 7.13 and higher needed to be backported.
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how do I install anomaly on linux?
git clone https://github.com/wine-mirror/wine \ cd wine \ ./configure \ make \ make install \ wine ./Anomaly.exe
- Rust on linux - update
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Proton troubleshooting in the Internet (tm) manner?
Well, I personally can't confirm nor deny that (the only "old" game I play is Plants vs Zombies (2009), and surprisingly it still works great with latest Proton). But the reality is that Wine/Proton are very large and complex projects, developed by pretty much just reverse engineering Windows; Couple this with the fact that a lot of changes happen in-between versions (especially in Wine), and even though an one-line change fixes an issue, it might end up breaking something, elsewhere. My point is, it's almost inevitable not to break stuff eventually. This is why Valve gives us older Proton versions to choose from.
What are some alternatives?
nakama - Distributed server for social and realtime games and apps.
winapps - Run Windows apps such as Microsoft Office/Adobe in Linux (Ubuntu/Fedora) and GNOME/KDE as if they were a part of the native OS, including Nautilus integration.
netcode.io - A protocol for secure client/server connections over UDP
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
libzt - Encrypted P2P sockets over ZeroTier
wine-tkg-git - The wine-tkg build systems, to create custom Wine and Proton builds
Game-Networking-Resources - A Curated List of Game Network Programming Resources [Moved to: https://github.com/ThusWroteNomad/GameNetworkingResources]
Proton - Compatibility tool for Steam Play based on Wine and additional components
Whisky - A modern Wine wrapper for macOS built with SwiftUI
GloSC - Tool for using the Steam-Controller as systemwide XInput controller alongside a global overlay [Moved to: https://github.com/Thracky/GlosSI]
Whisky - A modern Wine wrapper for macOS built with SwiftUI [Moved to: https://github.com/Whisky-App/Whisky]