among-us-tutorial
matchbox
among-us-tutorial | matchbox | |
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2 | 8 | |
9 | 813 | |
- | - | |
3.3 | 8.7 | |
9 months ago | 23 days ago | |
TypeScript | Rust | |
- | Apache License 2.0 |
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among-us-tutorial
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Hathora – Make Web Based Multiplayer Games w/ NodeJS
Among Us Demo (180 LOC)
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Show HN: Hathora – Multiplayer Game Development Made Easy
Hi HN, this is Harsh, I am the developer behind Hathora. I tried making a simple multiplayer game a few years ago and, as someone with software engineering experience but no gamedev experience, I found it to be very challenging. On top of the challenges of building a single player game, you now have to constantly battle the network and latency, find ways to prevent cheating, and figure out how to make a scalable backend architecture. With Hathora my goal was to encode best practices for online multiplayer game development into a framework so developers can simply focus on implementing their game logic.
Some technical pieces of Hathora I wanted to highlight:
- Hathora includes a system I think of as “gRPC for games”. You define your API in Hathora’s declarative format and the framework spits out typesafe data models, clients, and server endpoint stubs across multiple programming languages (although currently only Typescript is implemented). Minimal packet sizes are achieved through a binary serialization format which includes a delta encoding feature, allowing the framework to efficiently synchronize state by sending data diffs.
- Hathora includes a Swagger-like Prototype UI generated from the API definition. This allows you to view the game state and call server methods all in realtime, letting you interact with your backend logic without writing a single line of frontend code. Once you are happy with the backend logic, you can create a fully custom frontend using any framework/technology you’d like and just use the Hathora client to communicate with the backend.
- By handling generic game functionality (state synchronization, messaging, persistence, etc) for you, Hathora lets you create multiplayer games with very few lines of code. For example, see chess which is implemented in under 200 lines of user code: https://github.com/hathora/hathora/tree/develop/examples/che.... I also made (a massively simplified version of) Among Us in under 200 lines of code: https://github.com/hathora/among-us-tutorial
I am looking for developers interested in making online multiplayer games to try out Hathora and give me feedback. Additionally, if the roadmap seems interesting to you I would gladly welcome contributions: https://docs.hathora.dev/#/roadmap. I’ll be around to answer questions, let me know what you think!
matchbox
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Announcing lavagna v2, a collaborative blackboard made with bevy and WebRTC
The “collaboration” feature is achieved thanks to matchbox crate, a peer-to-peer WebRTC networking library.
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IronBoy: High accuracy GameBoy emulator written in Rust and available in the browser via WASM
Consider using https://github.com/johanhelsing/matchbox to help with the WebRTC problem, I hear good things about it
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Show HN: Hathora – Multiplayer Game Development Made Easy
https://github.com/johanhelsing/matchbox
Even then, you'd cover only some very specific use-cases of multiplayer game-making.
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[Showcase] wasm-peers: easy-to-use WebRTC networking wrapper for WASM
That's the approach taken by the matchbox project, and it's done pretty well.
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Bevy 0.6
In theory, it should also be possible to support browser-native crossplay that way. I did some work on supporting that, but I'm currently stuck on an issue with webrtc-rs.
What are some alternatives?
nakama - Distributed server for social and realtime games and apps.
bevy_egui - This crate provides an Egui integration for the Bevy game engine. 🇺🇦 Please support the Ukrainian army: https://savelife.in.ua/en/
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
Yew-WebRTC-Chat - A simple WebRTC chat made with Yew
builder - Multiplayer game framework
bevy - A refreshingly simple data-driven game engine built in Rust
quilkin - Quilkin is a non-transparent UDP proxy specifically designed for use with large scale multiplayer dedicated game server deployments, to ensure security, access control, telemetry data, metrics and more.
bevy-website - The source files for the official Bevy website
gridia
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
open-saves - Open Saves is a cloud native data store for game development.
wasm-peers - Easy-to-use wrapper for WebRTC DataChannels peer-to-peer connections written in Rust and compiling to WASM.