TrinityCore
henet
TrinityCore | henet | |
---|---|---|
39 | 10 | |
9,089 | 8 | |
1.4% | - | |
9.9 | 0.0 | |
7 days ago | over 10 years ago | |
C++ | Haskell | |
GNU General Public License v3.0 only | 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.
TrinityCore
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Ask HN: What Are You Learning?
You could take a look at TrinityCore[1] and adjacent projects! Best of luck!
[1] https://github.com/TrinityCore/TrinityCore
- Any core development using the newer Classic engine?
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Guide for private WoW server request.
TrinityCore: https://www.trinitycore.org/ send email for your questions, or look at this video if you want https://www.youtube.com/watch?v=tAJ0dvNuARs
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Would private servers be able to make use of the newer WotLK Classic client?
Trinitycore has 3.4.0 for Wotlk classic but it's pure sandbox. It's so much work to be done so don't expect it to be released. https://github.com/TrinityCore/TrinityCore/tree/wotlk_classic
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Offline MMORPG like wow classic?
You can host your own WoW server locally! I would personally recommend TrinityCore. It can be a little bit of a hassle, here's a setup guide.
- Vanilla content with modern gameplay
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SuperDuperAuctions, AH Browser for Private Servers!
If they use the base TrinityCore code there's no processing (the whole point of GetAll is a minimal processing dump of the data as-is). You can see the commit for it here https://github.com/TrinityCore/TrinityCore/commit/3aaeb574050668e5a240078f6e40337c3975d110 and you can see it just dumps what is there until 55k then stops hard.
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Is there any Dragonflight repack already?
You can just compile one here - https://github.com/TrinityCore/TrinityCore
- 3.3.5 TrinityCore vs AzerothCore?
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MMORPG design resources
TrinityCore, AzerothCore- C++, these and others like them are the server for projects- well-known for being used on private WOW servers, so they're probably good enough for your personal project https://www.libhunt.com/r/TrinityCore - https://www.trinitycore.org/ - https://www.azerothcore.org/
henet
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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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Multiplayer Networking Solutions
Enet already talked about in the thread
- What's an actually useful netcode package!
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Porting SDL2 Game to the web, Emscripten tutorial
Probably not. It says Enet runs over UDP, which Web Browsers / WebAssembly / Emscripten don't provide. Web browsers / Emscripten provide TCP only (source). That, and Enet probably calls standard UNIX / Winsock functions, which Emscripten doesn't have. ENet would have to specifically support Emscripten as a target platform.
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Game networking with QUIC
Are you familiar with enet ? It's a popular C library which implements optional reliability on top of UDP.
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HTTP/3 becomes a standard, at last - Networking - Security
The other that is the base of most networking libs today is enet, one of the cleanest C networking libraries you will ever find. The RUDP and channels in it were very nice.
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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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How I Taught the D Programming Language at a Russian University
I find this interesting. Vibe.d is async, but written in a sync fashion (in essence, the async is hidden in the i/o subsystem). For my class with grade-school students, I used enet (http://enet.bespin.org/) with a wrapper I wrote to automatically serialize messages.
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what is the easiest way to add online multiplayer to a voxel game?
A popular simple low level open source reliable UDP library is ENet.
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Speed Dreams needs you! (Call for devs)
-Improve the status of the Online Mode: This mode built with eNet, currently allows to create multiplayer races, but while it works acceptably well in a LAN, over the internet is unplayable presenting a huge lag, among other problems.
What are some alternatives?
azerothcore-wotlk - Complete Open Source and Modular solution for MMO
H - The full power of R in Haskell.
mangos-wotlk - C(ontinued)-MaNGOS is about: -- Doing WoW-Emulation Right!
bindings-svm - Low level bindings to libsvm
lua-mod-skip-dk-starting-area
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
SkyFire_548 - SkyFireEMU is a full featured World of Warcraft: Mists of Pandaria emulator written in C++. || Compatible with World of Warcraft client 5.4.8 (Build: 18414) Project Established in 2011 || Support on Discord https://discord.gg/DnKZycD
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
Trinity-Bots - NPCBots for TrinityCore and AzerothCore 3.3.5
bindings-DSL - Library and macros to simplify writing Haskell FFI code
WoW-Launcher - A game launcher for World of Warcraft that allows you to connect to custom servers.
bindings-libusb - Low level bindings to libusb