UEGitPlugin
Game-Networking-Resources
UEGitPlugin | Game-Networking-Resources | |
---|---|---|
2 | 10 | |
796 | 4,566 | |
- | - | |
4.9 | 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.
UEGitPlugin
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Git and Unreal Engine 5
Git LFS does have a concept of locks which is supported by the UE git plugin with the caveat that the one bundled in the engine is somewhat older (so you would need to grab v2 of the plugin this way).
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Using Perforce For Small Teams
I'm a solo dev. This past summer I took a little time and set up a small Gitea server on a Raspberry Pi with a 1tb USB SSD, partially to see if I could but also to get some kind of version control up, as I didn't really want to pay for it if I didn't need to. It mostly works fantastically. This required the use of this UE4Git plugin.
Game-Networking-Resources
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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).
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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.
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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
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Epic Games releases free anti-cheat and voice chat services for developers
Game network programming mega compilation.
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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
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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
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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).
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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
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Should I make the game itself first, or the networking?
Helpful resource: https://github.com/MFatihMAR/Game-Networking-Resources
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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?
ALS-Community - Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes
colyseus - ⚔ Multiplayer Framework for Node.js
RuntimeMeshComponent - Unreal Engine 4 plugin component for rendering runtime generated content. [Moved to: https://github.com/TriAxis-Games/RealtimeMeshComponent]
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.
ActionRoguelike - Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
sora-unity-sdk - WebRTC SFU Sora Unity SDK
UEViewer - Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
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.
VoxelPlugin - Voxel Plugin for Unreal Engine
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
KawaiiPhysics - KawaiiPhysics : Simple fake Physics for UnrealEngine4 & 5
wine