Modot
GodotModulesCSharp-Old
Modot | GodotModulesCSharp-Old | |
---|---|---|
2 | 18 | |
126 | 57 | |
- | - | |
3.5 | 0.0 | |
12 months ago | over 1 year 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.
Modot
- GitHub - Carnagion/Modot: A mod loader and API for applications made using Godot, with the ability to load C# assemblies, XML data, and resource packs at runtime.
-
Introducting Modot, a C# mod loader for Godot
Check out the project on GitHub - https://github.com/Carnagion/Modot - where detailed installation instructions and comprehensive documentation are available. Contributions and suggestions for improvement are more than welcome!
GodotModulesCSharp-Old
- Server-Side Simulated Player Transforms
-
Godot Modules - Dev Blog #1 (My journey with multiplayer so far)
You can find the Godot Modules project on GitHub here with the MIT license.
Another cool thing I learned while working on this project is a great use of the virtual keyword. It allows me to separate the game netcode from the core netcode very nicely as seen here.
For sending data over the network I used System.IO.BinaryWriter and System.IO.BinaryReader. I created some classes to help automate my life with this. Have a look at [CPacketPlayerPosition.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketPlayerPosition.cs), [SPacketPlayerTransforms.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketPlayerTransforms.cs), [CPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketLobby.cs), [SPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketLobby.cs) just to see how nice everything is grouped together. Before I had it so a lot of this code was dispersed across several files (for e.g. CWPacketLobbyJoin.cs, CRPacketLobbyJoin.cs, SWPacketLobbyJoin.cs, SRPacketLobbyJoin.cs) S stands for Server, C stands for Client, W stands for Write, R stands for Read.
- I Created a ModLoader with MoonSharp for C# Godot Games
- Godot Modules - ModLoader, Cooperative Netcode, Options Preset, Utility Scripts to Kick Start your C# Godot Games
- Netcode to Create Lobbies for Cooperative Godot C# Games (Wip)
- Netcode to Create Lobbies for Cooperative Godot C# Games (wip)
What are some alternatives?
client-godot - A long term progressive resource management text based MMORPG being developed in Godot.
GodotMono-InfiniteTerrain
sankari - A open source 2D platformer being made in Godot 4 beta C#
ENet-CSharp - A improved fork of ENet, a tried and true networking library. C, C++, C# compatible.
MDFramework - A multiplayer C# game framework for Godot 3.4 Mono.
ediabaslib - .NET BMW and VAG Ediabas interpreter library
GDLogger - A simple logger for Godot.
Captain-of-industry-modding - Official modding resource for video game Captain of Industry.
GDExtensionCSharp - GDExtension Bindings for CSharp
Unity-Lua - A wrapper around MoonSharp that allows easy development of moddable Unity games
MasterServer-Old - NodeJS server to list Godot lobbies for Godot Modules project.