ENet-CSharp
A improved fork of ENet, a tried and true networking library. C, C++, C# compatible. (by SoftwareGuy)
GodotModulesCSharp-Old
A set of scripts / modules to kick start your C# Godot 3.x game. (by ValksGodotTools)
ENet-CSharp | GodotModulesCSharp-Old | |
---|---|---|
1 | 18 | |
87 | 57 | |
- | - | |
5.9 | 0.0 | |
6 months ago | over 1 year ago | |
C | C# | |
GNU General Public License v3.0 or later | MIT License |
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.
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.
ENet-CSharp
Posts with mentions or reviews of ENet-CSharp.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-05-03.
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Godot Modules - Dev Blog #1 (My journey with multiplayer so far)
Making games isn't an easy thing to do, this is especially true for multiplayer games. Ever since I was 12 years old I wanted to make the ultimate multiplayer game. I first started getting into networking through GameMaker studio engine. I would watch tutorials online, try to understand them and end up just copying code for code. Later on I discovered Unity's Low-Level Multiplayer API (LLMAPI) and it was horrendous to get working. Not to mention the documentation for it was even more horrendous. Then much later I discovered [ENet-CSharp](https://github.com/SoftwareGuy/ENet-CSharp) and fell in love with its [simple approach](https://github.com/SoftwareGuy/ENet-CSharp/blob/master/QUICKSTART-EXAMPLES.md). I later found out that I could just add nuget packages to the .csproj file of Godot Modules project and bam I'm using Godot C# + ENet-CSharp. This is great because I'm super comfortable with the C# language.
GodotModulesCSharp-Old
Posts with mentions or reviews of GodotModulesCSharp-Old.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-05-03.
- Server-Side Simulated Player Transforms
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Godot Modules - Dev Blog #1 (My journey with multiplayer so far)
You can find the Godot Modules project on GitHub here with the MIT license.
Another cool thing I learned while working on this project is a great use of the virtual keyword. It allows me to separate the game netcode from the core netcode very nicely as seen here.
For sending data over the network I used System.IO.BinaryWriter and System.IO.BinaryReader. I created some classes to help automate my life with this. Have a look at [CPacketPlayerPosition.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketPlayerPosition.cs), [SPacketPlayerTransforms.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketPlayerTransforms.cs), [CPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketLobby.cs), [SPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketLobby.cs) just to see how nice everything is grouped together. Before I had it so a lot of this code was dispersed across several files (for e.g. CWPacketLobbyJoin.cs, CRPacketLobbyJoin.cs, SWPacketLobbyJoin.cs, SRPacketLobbyJoin.cs) S stands for Server, C stands for Client, W stands for Write, R stands for Read.
- I Created a ModLoader with MoonSharp for C# Godot Games
- Godot Modules - ModLoader, Cooperative Netcode, Options Preset, Utility Scripts to Kick Start your C# Godot Games
- Netcode to Create Lobbies for Cooperative Godot C# Games (Wip)
- Netcode to Create Lobbies for Cooperative Godot C# Games (wip)
What are some alternatives?
When comparing ENet-CSharp and GodotModulesCSharp-Old you can also consider the following projects:
dperf - dperf is a 100Gbps network load tester.
GodotMono-InfiniteTerrain
Riptide - Lightweight C# networking solution for multiplayer games.
ediabaslib - .NET BMW and VAG Ediabas interpreter library
mcjoin - Simple multicast testing application
Captain-of-industry-modding - Official modding resource for video game Captain of Industry.
MasterServer-Old - NodeJS server to list Godot lobbies for Godot Modules project.
client-godot - A long term progressive resource management text based MMORPG being developed in Godot.
pytricia - A library for fast IP address lookup in Python.
Unity-Lua - A wrapper around MoonSharp that allows easy development of moddable Unity games
ENet-CSharp - Reliable UDP networking library
ENet-CSharp vs dperf
GodotModulesCSharp-Old vs GodotMono-InfiniteTerrain
ENet-CSharp vs Riptide
GodotModulesCSharp-Old vs ediabaslib
ENet-CSharp vs mcjoin
GodotModulesCSharp-Old vs Captain-of-industry-modding
ENet-CSharp vs MasterServer-Old
GodotModulesCSharp-Old vs client-godot
ENet-CSharp vs pytricia
GodotModulesCSharp-Old vs Unity-Lua
ENet-CSharp vs ENet-CSharp
GodotModulesCSharp-Old vs MasterServer-Old