Semi-Fixed-Time-Step-Interpolation
Fragsurf-2
Semi-Fixed-Time-Step-Interpolation | Fragsurf-2 | |
---|---|---|
1 | 1 | |
6 | 77 | |
- | - | |
3.6 | 3.6 | |
over 2 years ago | over 2 years ago | |
C# | C# | |
MIT License | 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.
Semi-Fixed-Time-Step-Interpolation
-
Just pushed a repository with an implementation of semi fixed time step interpolation, made in unity, based on valve's source engine.
Networking has always intrigued me, and as I learn some techniques, I'll post the implementations, happy coding >! https://github.com/gustavopsantos/Semi-Fixed-Time-Step-Interpolation
Fragsurf-2
What are some alternatives?
Source2Roblox - A toolset that can 100% automatically port Source Engine levels into clumps of Roblox assets and models.
Unity-Lua - A wrapper around MoonSharp that allows easy development of moddable Unity games
Riptide - Lightweight C# networking solution for multiplayer games.
UnityExplorer - An in-game UI for exploring, debugging and modifying IL2CPP and Mono Unity games.
PrimeTween - PrimeTween is a high-performance, allocation-free animation library for Unity. Animate anything with just one line of code, tweak all animation properties directly from the Inspector, and create complex animation sequences. No runtime memory allocations, ever.
KarlsonLevelImporter - A mod for KARLSON to import custom levels!
SteamKit - SteamKit2 is a .NET library designed to interoperate with Valve's Steam network. It aims to provide a simple, yet extensible, interface to perform various actions on the network.
Oxide.Rust - Rust game extension for the Oxide modding framework
NetStack - Lightweight toolset for creating concurrent networking systems for multiplayer games