UnrealPakTool
GameNetworkingResources
UnrealPakTool | GameNetworkingResources | |
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5 | 9 | |
435 | 6,782 | |
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0.0 | 5.3 | |
over 2 years ago | about 2 months ago | |
Batchfile | 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.
UnrealPakTool
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Is this a dev item?? I got it from a cargo crate, the skin has no name.
Get https://github.com/allcoolthingsatoneplace/UnrealPakTool
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Easy 4K cursor fix
Found this github repo which explains how to use the commands with the tool called UnrealPak. My plan was to unpack the assets, replace assets, re-pack assets.
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Bit of a treasure trove in the Kid A Mnesia Exhibition package
Looks like this will have to be done on Windows using a tool like this https://github.com/allcoolthingsatoneplace/UnrealPakTool
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The company I was using to create an interactive environment was sold, and the new people I'm working with are missing deadlines. What are my options?
Assets such as meshes, animations, textures and sounds can be ripped from the compiled project with something like Unreal Pak Tool, unless they are encrypted and you don't have access to the encryption key.
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Datamine - MTX Store Armor Skin Images
In regards to datamining, it starts with a solid foundation of computers and programming. Then compression, encryption, and reverse engineering. It is a difficult thing to learn, but there are some handy tools out there that work universally for some engines like the UnrealPAKTool and UtinyRipper. Look through their code and try to understand how they are dealing with files.
GameNetworkingResources
- A Curated List of Game Network Programming Resources
- Q: How are online games like Street Fighter 6 able to synchronize inputs from two players at a high frame rate? (60fps)
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Useful resources and guidelines for Multiplayer and Networking? (PvE)
The list maintained here favors content for actual game developers: https://github.com/ThusSpokeNomad/GameNetworkingResources
- Where to start with online multiplayer?
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How to become a Game Network Programmer?
Here is a list of resources: A Curated List of Game Network Programming Resources
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How often should i send packets of data to the server/client?
Check these articles here to learn how game netcode works. The answer to your question (and a lot more) will come naturally after a bit of reading. https://github.com/ThusWroteNomad/GameNetworkingResources
- Resources for writing game servers
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How Do Video Games Stay in Sync? An Intro to the Fascinating Networking O (Cont)
Honestly this is all largely a completely solved problem space. The article is just way out in left field seemingly fully oblivious to how game netcode currently works, which certainly isn't with AI prediction.
Look at actual game engine docs like this one from Valve https://developer.valvesoftware.com/wiki/Latency_Compensatin... or this one from Halo https://www.halowaypoint.com/news/closer-look-halo-infinite-...
But tldr is the only thing a client ever predicts is their own inputs, which of course can't really ever end up wrong later on. There's no other prediction happening (eg, the position of other players is not predicted)
And then for anti-cheat/optimization purposes the server also only sends positions for enemies that could be visible soon, which is done by taping into the same map chunking logic that would be used for asset streaming.
There's a ton of other great resources on this topic here https://github.com/ThusWroteNomad/GameNetworkingResources
But you'll find they all largely do the same basic thing. There's nuance in some of the rules and what state is replicated and what isn't (such as server side or client side ragdolls), but the general architecture tends to be the same. And without a fundamental shift in connectivity, seems pretty unlikely to change.
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In what order would you add features for an MMO?
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?
UtinyRipper - GUI and API library to work with Engine assets, serialized and bundle files
UnityDoorstop - Doorstop -- run C# before Unity does!
ue5-multiworld-demo - "MultiWorld" UE5 plugin demo
2DGD_F0TH - [CC BY-NC-SA] A compendium of the community knowledge on game design and development
Riptide - Lightweight C# networking solution for multiplayer games.
netmon_cli - A simple and lightweight terminal packet sniffer.
unity-libs-nuget - Template for generating stripped Unity game libs nugets
mc-mesher - marching cubes mesh generator for c++, c#, and unity
nanoem - nanoem is an MMD (MikuMikuDance) compatible implementation and its like cross-platform application mainly built for macOS.
rayjs - Javascript bindings for raylib in a single ~3mb executable
Onya - An open-source general-purpose programming language
Backroll - Unity C# Port of GGPO built atop Hourai Networking