Unity_Projects
Game-Networking-Resources
Unity_Projects | Game-Networking-Resources | |
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4 | 10 | |
85 | 4,566 | |
- | - | |
1.8 | 5.1 | |
about 2 years ago | about 2 years ago | |
C | C | |
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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.
Unity_Projects
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In the previous project, I was able to represent the position in the x-z coordinate plane. This time I was able to add information about the rotation to indicate where the user is heading. The IMU module added here used BNO055.
Project Github: https://github.com/0015/Unity_Projects
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Interactive Particles Responsive Made With ESP32 + INMP441 & Unity
What I made was an ESP32 and an I2s Mems microphone that allowed me to apply some force to the particles in Unity. You can find more details on my channel. https://youtu.be/lRj01J-cxew Also, this project source code is on my Github. https://github.com/0015/Unity_Projects
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[Unity + Hardware(ESP32)] Interactive Particles
I tried to apply a force to the particles using the ESP32 and a microphone. You can find more details here. The source code is here.
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I tried to make fishing content in Nintendo's Labo series. I made a controller using hardware(ESP32 + MPU6050) and made a simple game with Unity.
Dev Story: Here Controller Source Code: Here
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?
xLua - xLua is a lua programming solution for C# ( Unity, .Net, Mono) , it supports android, ios, windows, linux, osx, etc.
colyseus - ⚔ Multiplayer Framework for Node.js
GameNetworkingResources - A Curated List of Multiplayer Game Network Programming Resources
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.
sora-unity-sdk - WebRTC SFU Sora Unity SDK
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.
GameNetworkingSockets - Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
wine
uDesktopDuplication - Desktop Duplication API implementation for Unity (only for Windows 8/10)
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
Proton - Compatibility tool for Steam Play based on Wine and additional components
Backroll - Unity C# Port of GGPO built atop Hourai Networking