NetStack VS FixedMath.Net

Compare NetStack vs FixedMath.Net and see what are their differences.

NetStack

Lightweight toolset for creating concurrent networking systems for multiplayer games (by nxrighthere)

FixedMath.Net

Fixed point math C# library (by asik)
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NetStack FixedMath.Net
2 1
293 412
- -
0.0 10.0
about 2 years ago about 6 years ago
C# C#
MIT License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

NetStack

Posts with mentions or reviews of NetStack. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-11.

FixedMath.Net

Posts with mentions or reviews of FixedMath.Net. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-11.
  • People told me to "Just add multiplayer bro", so I spent 3 months adding online multiplayer. Here's what I learned!
    2 projects | /r/gamedev | 11 Nov 2021
    I was using Unity and the libraries from Photon TrueSync (discontinued network solution). It was using this fixed point math libary - FixedMath.NET. This one has a lot of safety checks though in simple operations that makes calculations really really slow, so I changed the implementation of the fixed point number type a bit to be faster, along with some drawbacks. I probably don't recommend to use that one for a game, but what TrueSync provided was a good starting point for me. Code performance seemed rough to handle in general - even with the number type performance improvements (considering you have to be able to run several update cycles per frame). the fixed point number here uses a 64 bit integer under the hood. Some other people I talked to said that they would inline the code for calculations so instead of your custom number type, you directly work on the 64 bit integers to avoid the minor allocation cost of your custom number type. I only have some custom circle to circle collision checks for hitbox-hurtbox overlap detection and 2d physics raycasts for a relatively light simulation. Games like street fighter only have axis aligned bounding box collision checks - which should be by far the simplest way to check for hitbox-hurtbox overlap. And they have no physics since all environments are just a flat plane. This would be really easy calculation wise.

What are some alternatives?

When comparing NetStack and FixedMath.Net you can also consider the following projects:

Semi-Fixed-Time-Step-Interpolation - Semi fixed time step interpolation implementation on unity based on source engine

Topaz - Multithreaded Javascript Engine for .NET