NetCoreServer
LiteNetLib
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NetCoreServer | LiteNetLib | |
---|---|---|
2 | 25 | |
2,443 | 2,928 | |
- | - | |
6.5 | 7.8 | |
about 1 month ago | 3 months ago | |
C# | C# | |
MIT License | MIT License |
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NetCoreServer
- Networking lib/framework for multiplayer servers ?
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I need help figuring out a networking solution for a real-time project.
The tricky part is finding libraries that support multicast - most games don't use it. I found this though: https://chronoxor.github.io/NetCoreServer/
LiteNetLib
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Dedicated Server outside of the Engine
I personally use this LiteNetLib
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Favorite Networking Solutions ?
Been using LiteNetLib for our current project and it is pretty nice
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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.
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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.
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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.
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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.
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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
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"Network Stack" Explained & How "ViNL" Changes Development
they might be using LiteNetLib as their low level transport.
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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 ?
What are some alternatives?
SuperSimpleTcp - Simple wrapper for TCP client and server in C# with SSL support
ENet-CSharp - Reliable UDP networking library
BeetleX - high performance dotnet core socket tcp communication components, support TLS, HTTP, HTTPS, WebSocket, RPC, Redis protocols, custom protocols and 1M connections problem solution
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.
sharppcap - Official repository - Fully managed, cross platform (Windows, Mac, Linux) .NET library for capturing packets
lidgren-network-gen3 - Lidgren Network Library
unity-websocket-multiplayer - POC for a Unity game client and dedicated server with websockets!
FrameworkBenchmarks - Source for the TechEmpower Framework Benchmarks project
unity-websocket-server - A simple, zero-dependency WebSocket server for Unity.
MagicOnion - Unified Realtime/API framework for .NET platform and Unity.
WatsonTcp - WatsonTcp is the easiest way to build TCP-based clients and servers in C#.
nakama - Distributed server for social and realtime games and apps.