Riptide
Game-Networking-Resources
Our great sponsors
Riptide | Game-Networking-Resources | |
---|---|---|
4 | 10 | |
1,032 | 4,566 | |
3.3% | - | |
8.8 | 5.1 | |
3 months ago | about 2 years ago | |
C# | C | |
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.
Riptide
-
Netcode help
if you wanted to setup a dedicated server I'd recommend Tom Weilands Small tutorial series on how to connect clients to a dedicated server using a solution called riptide, if you wanted to use your PC at the same time as clients connected I'd recommend looking at the unity demo in the github repository below aswell. https://youtu.be/6kWNZOFcFQw https://github.com/tom-weiland/RiptideNetworking
-
Multiplayer game question.
There is a package in Package Manager inside Unity Registry called Multiplayer HLAPI or use a low-level Networking API like RiptideNetworking it would be better else just use some other Networking API that you mentioned - Photon or Mirror I had experience with Photon I didn't use Mirror
- Thoughts on Tom Weilands Riptide multiplayer solution?
-
How to make a multiplayer system like among us
Sadly I’m not personally aware of any tutorials for those networking systems but there’s a new open source networking library by Tom Weilandwhichhe’s making video tutorials about.
Game-Networking-Resources
-
Single player to multiplayer
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
-
N64 Games Only Allow 1 Controller Online
When you play any kind of real-time online multiplayer game, it is physically impossible for all players to have the same view of the world. As a result, approximations have to be made, for example by extrapolating other player positions. There is plenty of research on this subject, and most modern games do a pretty good job. But when you add a second local player, things get a lot more complicated.
-
Basic af networking for idiots
This collection of links is a gold mine, it’s how I learned almost all that I know: https://github.com/MFatihMAR/Game-Networking-Resources
-
Epic Games releases free anti-cheat and voice chat services for developers
Game network programming mega compilation.
-
What's the best solution for quick match making for multiplayer games
Looks like you are trying to find a Multiplayer solution, take a look at this guy's repo, he have a lot of resources about the topic https://github.com/MFatihMAR/Game-Networking-Resources
-
I'm looking for software with no encrypted traffic
Are there games that you could find and analyze? I wonder if old school games (or their multiplayer lobby servers) would be easy targets (I'm pretty sure a buddy said the Tribes 2 server protocol was really basic, but I could be very wrong.) A list of resources I found: https://github.com/MFatihMAR/Game-Networking-Resources
-
How did you learn how to make a dedicated server for a multiplayer game? Books? Tutorials? University?
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
-
Is there any decent MMO/persistent world server platform, or should I just write my own server?
As this is a "side hobby project", and not your main thing, you're probably better off making your own server (but use a networking library and another other helpful libraries you can find). A starting point: https://github.com/MFatihMAR/Game-Networking-Resources
-
Should I make the game itself first, or the networking?
Helpful resource: https://github.com/MFatihMAR/Game-Networking-Resources
-
Multiplayer P2P relay profitability - need to hear from experienced teams
https://github.com/MFatihMAR/Game-Networking-Resources (This is a list maintained by someone else, and it has some amazing things in it, and far more technical leaning than what I maintain).
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.
colyseus - ⚔ Multiplayer Framework for Node.js
AssetRipper - GUI Application to work with engine assets, asset bundles, and serialized files
Mirror - #1 Open Source Unity Networking Library
sora-unity-sdk - WebRTC SFU Sora Unity SDK
web3.unity - 🕹 Unity SDK for building games that interact with blockchains.
NoahGameFrame - A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.
ENet-CSharp - A improved fork of ENet, a tried and true networking library. C, C++, C# compatible.
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
NSMB-MarioVsLuigi - Standalone Unity remake of New Super Mario Bros DS' multiplayer gamemode, "Mario vs Luigi"
wine