LiteNetLib
nakama
Our great sponsors
LiteNetLib | nakama | |
---|---|---|
25 | 40 | |
2,928 | 8,254 | |
- | 2.0% | |
7.8 | 9.0 | |
3 months ago | 7 days ago | |
C# | Go | |
MIT License | Apache License 2.0 |
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.
LiteNetLib
-
Dedicated Server outside of the Engine
I personally use this LiteNetLib
-
Favorite Networking Solutions ?
Been using LiteNetLib for our current project and it is pretty nice
-
Mirroring Input Events to multiple computers
Currently I'm using LiteNetLib (https://github.com/RevenantX/LiteNetLib) and it's working pretty well. There is a little input lag but it's more than acceptable.
-
Lan connection for a monogame game
Check LiteNetLib. Judging by your requirements simply passing coordinates back and forth between two clients should work. Designate one of the games as host and the other as client, but just pass coordinates would work over LAN. Optimise from there if gameplay isn’t thet smoot by lerping between past and newly received coordinates.
-
Windows Central: "Microsoft to merge Surface Pro X ARM and Surface Pro 9 Intel versions under one product line"
For networking, file IO, and streams in general, there's Korio and for Java; for just networking, there's LiteNetLib for C#; for what looks like data streams in general, there's Okio also for Java; and Tokio for multi-threaded IO in Rust.
-
Unity and Mirror: Can I Use it?
I've been a bit "Unity offline", and even more so when it comes to networking solutions, because of my real job :), but LiteNetLib is quite good. There's also a new HLAPI solution called FishNet which seems very interesting.
-
can we connect use udp connection to send messages from windows(udpclient) to linux(udpserver) in c#...(newbie so forgive for asking questions in non standard way)..
This might be handy for you :) https://github.com/RevenantX/LiteNetLib
-
"Network Stack" Explained & How "ViNL" Changes Development
they might be using LiteNetLib as their low level transport.
-
Worried about server security and seperation with Mirror Networking
You definitely want to a low level API (LLAPI) instead, like f.ex. LiteNetLib, ENet, lidgren or similar. I haven't touched anyone of these recently, except the first one a year-ish ago, so I won't say anything about where they stand today.
- Networking lib/framework for multiplayer servers ?
nakama
-
Game Server Framework Recommendation
nakama: https://github.com/heroiclabs/nakama
-
Next steps for Postgres pluggable storage
To add more detail on the recent work on the ZHeap storage engine. We (Heroic Labs) sponsored work for the Cybertec team to bring it up to date with latest improvements and changes with Postgres' pluggable storage engine:
-
Is there anyway to create an “online guild” system in my idle game.
you can do that, but for what platform? html5? windows? android?, the most easiest way is use firestore a service from firebase (offer a free tier), it is the easiest way not the better, other way is use a service like nakama that is more professional and something in the middle can be mmm pocketbase or supabase.
-
Starred a game and want to make multi-player like stardew, tips?
I recommend the backend solution called Nakama since you’re using Godot: https://heroiclabs.com/
-
Question about Multiplayer Lobby System
You could create all this yourself, or you can use existing solutions which handle all this (and much more I didn't mention). One that I'm aware of that works with Godot is Nakama. They have a paid hosting option, or you can host the application yourself.
-
I discover that MMORPG are really hard to make
I read using nakama server for this is convinient. https://heroiclabs.com/
-
Recommendations for Tech for 1v1 RTS Indie Game
Does anyone have recommendations on what to use? I've done a bit of research and found https://heroiclabs.com/. It's a bit unclear to me if it actually supports server side state because it talks about 'hosts' a bit, but I think it does...and it seems like you can host it yourself to avoid the $600 a MONTH! pricetag. But any other recommendations? Has anyone used heroic before?
-
Is it a bad idea to run everything on a server
You might be interested in Nakama server from https://heroiclabs.com/
-
Multiplayer Tic Tac Toe: how to create multiple game rooms
Depending on how much effort you want to put in to this, you might consider something like Nakama: https://github.com/heroiclabs/nakama
-
What's the 'best' networking solution for Unity? UNet, Photon/Bolt/Fusion, Mirror, Netcode for GOs?
There have been mentions of Normcore, Fish-Net, and Nakama as well.
What are some alternatives?
ENet-CSharp - Reliable UDP networking library
ggpo - Good Game, Peace Out Rollback Network SDK
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
NetCoreServer - Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution
rapier - 2D and 3D physics engines focused on performance.
lidgren-network-gen3 - Lidgren Network Library
starboard - Moved to https://github.com/aquasecurity/trivy-operator
FrameworkBenchmarks - Source for the TechEmpower Framework Benchmarks project
siad - The Sia daemon
MagicOnion - Unified Realtime/API framework for .NET platform and Unity.
macroquad - Cross-platform game engine in Rust.