RakNet
OpenSceneGraph
RakNet | OpenSceneGraph | |
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6 | 12 | |
3,029 | 3,087 | |
- | - | |
0.0 | 0.0 | |
over 2 years ago | about 1 month ago | |
HTML | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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.
RakNet
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Microsoft wins FTC fight to buy Activision Blizzard
Halo was mostly all about single player and early multiplayer/local multiplayer but their online netcode has sucked since Blood Gulch. Lots of games do networking horribly, I have been in gamedev making networking and I hate most of what people do. The ones that have a clean natting, based on enet style reliable UDP channels, RakNet style punch are better (RakNet was good until Facebook bought it). It has come a long way but also fallen back. Valve source netcode (on github) is probably the best and you can check it out here. They started with the best in Quake networking, then to Source.
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Does anyone has the raknet src of roblox
Here
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Multiplayer Networking Solutions
Raknet No longer worked on but from what I've read, it's complete and working. It has been used in many games between 2000 - 2010
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Making a multiplayer server
Inconsistencies can be prevented by ensuring the server handles all operations and does so in a given order, then transmits the results to clients. I wrote a little about this for my game Avoyd a long while ago. Clients (including a client running the server) send an edit request via reliable ordered UDP (e.g. using Enet, Raknet, Steam Networking etc.) and the server places these in a single queue then performs the edits and sends the results back also using reliable ordered UDP.
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[Discussion] What are some old C++ open source projects you wish were still active?
RakNet. It's been forked but still not that active.
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I want to make a game for Linux. Where do I even start?
RakNet (UDP network library)
OpenSceneGraph
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Post-mortem of a long-standing bug in video Game Path Of Exile, which was caused by a stale pointer
I started in 2001 with OpenSceneGraph which made extensive use of intrusive pointers. This was 10 years before C++11 note. That codebase continues to be relevant and as performing as ever.
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C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
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What program do I use for a physics engine?
I have been using OpenSceneGraph for over 20 years. It is used in the military a lot and I myself have seen it used to simulate war scenarios with realtime data aboard of a command-and-control center of a battleship.
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Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
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Current state of SimRacing in Linux (Updated to 2022-2)
Speed Dreams: It is a fork of TORCS, and was born as the need to include many more functions to the latter. In Speed Dreams the menus would be completely redesigned, adding many more options and making them much more intuitive; the game acquired dynamic time, improvements in reflections, career mode, a new simulation mode and multi threading. Over time many more options were implemented, such as local multiplayer mode, Force Feedback, and of course more and better cars and tracks, a new and more powerfull graphic engine (OpenSceneGraph) among other things, making it a much more complete game than its predecessor. They recently they have presented version 2.2.3. You can also install it in AppImage and Flatpak format.
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Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
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I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
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SPEED DREAMS - Boxer 96 Carson Edition at Brno
Is not little, is very complex open source racing simulator. There are a lot of cars, categories, tracks. The physics has a lot of work . About the graphics, the devs are working on change the graphic engine to OpenSceneGraph, that actually works, but needs much more polishing. You can see his quality on this video: https://youtu.be/4daTgcxEWRg
- Getting information about classes, methods and variables in C++?
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Is there a good, open source, realistic OpenGL renderer for us to use?
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
What are some alternatives?
Simple-WebSocket-Server
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
POCO - The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
netcode.io - A protocol for secure client/server connections over UDP
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
WebSocket++ - C++ websocket client/server library
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
libcurl - A command line tool and library for transferring data with URL syntax, supporting DICT, FILE, FTP, FTPS, GOPHER, GOPHERS, HTTP, HTTPS, IMAP, IMAPS, LDAP, LDAPS, MQTT, POP3, POP3S, RTMP, RTMPS, RTSP, SCP, SFTP, SMB, SMBS, SMTP, SMTPS, TELNET, TFTP, WS and WSS. libcurl offers a myriad of powerful features
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2