KISS-multiplayer
quilkin
KISS-multiplayer | quilkin | |
---|---|---|
2 | 7 | |
139 | 1,232 | |
- | 2.2% | |
3.1 | 8.9 | |
12 months ago | 5 days ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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KISS-multiplayer
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So what are your thoughts on kissmp? The open-source multiplayer mod
V5.0 Is already been released it’s been released for awhile now and isn’t it wonderful! https://github.com/TheHellBox/KISS-multiplayer/releases/tag/0.5.0 to be honest I do see your point with the account moderation after all they have 160k players you’ll think they do something to keep things in check it’s a shame that beammp isn’t Open-source to be honest but it’s there choice where they want to take beammp as you said if I wanted to ((I don’t know how to code at all I’m currently learning the basics in godot)) I could contribute myself and better optimise the game
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Multiplayer
I use KissMP
quilkin
- Release: Quilkin v0.7.0 — a UDP proxy specifically designed for large scale gameservers
- Announcing Quilkin 0.6: A UDP Proxy designed for gameservers
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How can I get a reverse proxy to work for my Space Engineers game server?
Quilkin should work for this. Set up one client on your VPS, then set up a second client on a host somewhere inside your network. Connect both instances together and have the host on your network forward traffic to the 27016 endpoint
- Announcing Quilkin 0.4.0: Now with Improved CLI, builtin xDS, and GeoIP support
- Show HN: Hathora – Multiplayer Game Development Made Easy
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DoS Attacks against my Online Game
The firewall would need to be able to handle all the DDoS traffic as well, since your current idea would still pass the game server's IP back to a client. This is doable if you're hosting on a cloud provider and let their firewalls filter the traffic before hitting the game server.
Embark Studios recently open sourced (in alpha) a UDP proxy[1] designed for games that lets you implement a load balancing layer. This allows you to remove servers in the load balancing layer in the event that it comes under attack, allowing the game server to stay up and only having to disconnect a portion of players connected to the attacked loadbalancer. Having a proxy layer is also how Steam protects game servers using the Steam Datagram Relay[2].
[1]: https://github.com/googleforgames/quilkin
- Quilkin: A non-transparent UDP proxy written in Rust
What are some alternatives?
BeamMP-Server - Server for the multiplayer mod BeamMP for BeamNG.drive
sozu - Sōzu HTTP reverse proxy, configurable at runtime, fast and safe, built in Rust. It is awesome!
jumpy - Tactical 2D shooter in fishy pixels style. Made with Rust-lang 🦀 and Bevy 🪶
workers-chat-demo
gridia
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
rathole - A lightweight and high-performance reverse proxy for NAT traversal, written in Rust. An alternative to frp and ngrok.
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)
open-saves - Open Saves is a cloud native data store for game development.
among-us-tutorial
cproxy - Easy per application transparent proxy built on cgroup.