SuperSimpleTcp
LiteNetLib
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SuperSimpleTcp | LiteNetLib | |
---|---|---|
2 | 25 | |
413 | 2,938 | |
- | - | |
5.5 | 7.4 | |
3 months ago | 6 days ago | |
C# | C# | |
MIT License | MIT License |
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SuperSimpleTcp
- How can I use a specific public IP address with TCP connection
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Networking lib/framework for multiplayer servers ?
Any specific protocol you'd like to use? If you're decided for tcp then you can check this, this and this (all three made by the same guy)
LiteNetLib
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Dedicated Server outside of the Engine
I personally use this LiteNetLib
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Favorite Networking Solutions ?
Been using LiteNetLib for our current project and it is pretty nice
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Mirroring Input Events to multiple computers
Currently I'm using LiteNetLib (https://github.com/RevenantX/LiteNetLib) and it's working pretty well. There is a little input lag but it's more than acceptable.
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Lan connection for a monogame game
Check LiteNetLib. Judging by your requirements simply passing coordinates back and forth between two clients should work. Designate one of the games as host and the other as client, but just pass coordinates would work over LAN. Optimise from there if gameplay isn’t thet smoot by lerping between past and newly received coordinates.
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Windows Central: "Microsoft to merge Surface Pro X ARM and Surface Pro 9 Intel versions under one product line"
For networking, file IO, and streams in general, there's Korio and for Java; for just networking, there's LiteNetLib for C#; for what looks like data streams in general, there's Okio also for Java; and Tokio for multi-threaded IO in Rust.
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Unity and Mirror: Can I Use it?
I've been a bit "Unity offline", and even more so when it comes to networking solutions, because of my real job :), but LiteNetLib is quite good. There's also a new HLAPI solution called FishNet which seems very interesting.
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can we connect use udp connection to send messages from windows(udpclient) to linux(udpserver) in c#...(newbie so forgive for asking questions in non standard way)..
This might be handy for you :) https://github.com/RevenantX/LiteNetLib
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"Network Stack" Explained & How "ViNL" Changes Development
they might be using LiteNetLib as their low level transport.
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Worried about server security and seperation with Mirror Networking
You definitely want to a low level API (LLAPI) instead, like f.ex. LiteNetLib, ENet, lidgren or similar. I haven't touched anyone of these recently, except the first one a year-ish ago, so I won't say anything about where they stand today.
- Networking lib/framework for multiplayer servers ?
What are some alternatives?
NetCoreServer - Ultra fast and low latency asynchronous socket server & client C# .NET Core library with support TCP, SSL, UDP, HTTP, HTTPS, WebSocket protocols and 10K connections problem solution
ENet-CSharp - Reliable UDP networking library
WatsonTcp - WatsonTcp is the easiest way to build TCP-based clients and servers in C#.
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.
CavemanTcp - CavemanTcp is a simple TCP client and server providing callers with easy integration and full control over network reads and writes.
Easy-TCP-Server - An easy-to-implement TCP server which handles incoming TCP data from multiple clients via 'channels' of connections between the clients and the server.
lidgren-network-gen3 - Lidgren Network Library
MagicOnion - Unified Realtime/API framework for .NET platform and Unity.
FrameworkBenchmarks - Source for the TechEmpower Framework Benchmarks project
nakama - Distributed server for social and realtime games and apps.