Mirror
Electron
Mirror | Electron | |
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23 | 236 | |
4,860 | 112,040 | |
1.6% | 0.4% | |
9.8 | 9.8 | |
3 days ago | 5 days ago | |
C# | C++ | |
MIT License | MIT License |
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.
Mirror
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Release Radar • February 2024 Edition
Woah, over 80 versions 😮! This is a project with over 1,740 releases over the past five years. Mirror is one for the game devs in the room. It's a high level networking library for Unity. Used in some of the top video games, Mirror is used by thousands of game developers around the world. The latest update brings Mirror in line with the latest Unity version, includes better motion smoothing time, and lots more. Check out all the changes in the Mirror changelog.
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What are some big no-nos when designing multiplayer functionality?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
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Creating multiplayer VR experiences
Mirror is another option.
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Messing around with Generic Types, Thought I'd share this fun function
Unity's package is, from what I understand, an imitation of Mirror (which is kind of ironic given the name) but I don't know if they have improved it since I last checked. At that point, you might want to consider Mirror instead.
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Spent April learning Unity, started a little dice roller to show off the dice my brother designs
Multiplayer is something I've wanted to try, just so other people can see the dice rolls that each player makes. I found a cool multiplayer library that I hope to try out later, it is called Mirror ... is that what you use? https://github.com/MirrorNetworking/Mirror
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Creating an MMO. (Looking for wisdom)
I'd suggest getting an experienced developer on board, one that has worked with networking before. Multiplayer games are hard to buid. Regarding networking frameworks, I know Mirror for Unity has been tested for an MMO use case. Not sure about Unity's first-party Networked Game Objects solution.
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After updating Mirror, I now have all of these errors...
Are you using AsmDef assembly files? If so make sure you have Mirror.Transports.asmdef referenced in your main (Source folders) asmdef.
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Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)
I dunno why they'd even bother implementing that when mirror did it for free
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Is it hard making a open world multiplayer game as an indie dev?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
- GitHub - MirrorNetworking/Mirror: #1 Open Source Unity Networking Library
Electron
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Release Radar • February 2024 Edition
The team at Electron have been faithfully shipping new releases almost every single month. I think they had Christmas off 🤔. This popular framework has developers writing cross-platform desktop applications using JavaScript, HTML and CSS. The latest update depreciates some process events, and added new modules, APIs, methods, and more. Read into all the changes in the Electron release notes. This month, Electron also introduced a new formal RFC process.
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The IDEs we had 30 years ago and we lost
VS Code has been crashing at launch in Wayland since more than eight months ago:
https://github.com/electron/electron/issues/37531
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Design Systems with Web Components
So we talked a lot about the Atomic Design Principle, but you could just use that in any system and start creating. You could have Angular components, React Components, and Vue Components. But if you notice these don't easily work Everwhere. So the solution is to use Web Components because the modern browser can already understand these, and any Front-End framework can then utilize these components. You can use Electron for desktop (Slack, VSCode), PWA for both Android and iOS, and across all browsers Can I Use.
- Settings · Rulesets · electron/electron
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How I got Wayland, Vulkan, and hardware acceleration working with Figma on Fedora 39.
I'm noticing a significant boost in performance, crisper text, and better power savings. The only shortcoming is that the window which Figma will run on will lose its shadow. This is due to a technical limitation with frameless windows on Linux.
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Building Apps with Tauri and Elixir
For the longest time, building desktop apps was a daunting task to web developers. That is, until technologies like Electron made creating these apps more approachable to a wider audience. Today, we’ve got a wide array of native applications built with solutions like Electron, Tauri, Capacitor, and many more. While these are great solutions, sometimes configuration can be tricky and the applications we create can become somewhat bloated in terms of memory usage.
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MS Teams & Electron libwebp 0-Day Vulnerability
Electron patch for version 27: https://github.com/electron/electron/pull/39823
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CVE-2023-4863: Heap buffer overflow in WebP (Chrome)
It does, see [0]. Fun fact: Signal desktop, which uses Electron under the hood, is running without sandbox on Linux [1][2].
[0] https://github.com/electron/electron/pull/39824
[1] https://github.com/signalapp/Signal-Desktop/issues/5195
[2] https://github.com/signalapp/Signal-Desktop/pull/4381
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Capturing at Speed of Thought
Turns out, there is an issue with the electron window not returning focus correctly on mac - https://github.com/electron/electron/issues/5495. The trick to solving is to treat quick capture as a screensaver. When closing, you hide it by setting the opacity to 0 and sending hide: command to the first responder.
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$Home, Not So Sweet $Home
Open since 2016! https://github.com/electron/electron/issues/8124
What are some alternatives?
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.
tauri - Build smaller, faster, and more secure desktop applications with a web frontend.
Client-Side-Prediction - Experiments with Client-Side prediction using unity and Mirror
dotenv - Loads environment variables from .env for nodejs projects.
EpicOnlineTransport - A Transport for Mirror using Epic Online Services
Eel - A little Python library for making simple Electron-like HTML/JS GUI apps
Riptide - Lightweight C# networking solution for multiplayer games.
puppeteer - Node.js API for Chrome
2D-MMORPG-Youtube - An Open Source 2D MMORPG with Azure (AKS [K8s], CosmosDB and Redis) and Unity Game Engine
react-native - A framework for building native applications using React
fuse - Multiplayer Online Standard
cheerio - The fast, flexible, and elegant library for parsing and manipulating HTML and XML.