Boost.Asio
henet
Boost.Asio | henet | |
---|---|---|
20 | 10 | |
4,631 | 8 | |
- | - | |
8.6 | 0.0 | |
4 days ago | over 10 years ago | |
C++ | Haskell | |
- | MIT License |
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Boost.Asio
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How to synchronize access to application data in multithreaded asio?
Indeed looks like it, strand_executor_service.hpp is using a Mutex internally (otherwise it wouldn't make sense to me).
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how do i include header only libraries to my project.
as a side note, Asio is also released as an independent library without the boost stuff https://think-async.com/Asio/
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Any recommendations to use instead of Asio now that standalone version is dead?
Now that vinniefalco is going to kill off the asio standalone (see deprecate standalone ) and only support boost what would people then recommend to switch over to.
- Not young programmer wants to find source to liquidate gap in modern C++ knowledge.
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LumoclastFW 10 - Networking System
The ASIO framework can be found at https://think-async.com/Asio/ and the relevant license for its use is included in the GitHub repository in the Vendor/licenses directory.
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C++ 2D Game Development Stream 12 Notes
The library is found at https://think-async.com/Asio/.
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Multiplayer Networking Solutions
Asio Extracted from the much bigger Boost C++ library, it's apparently a really good networking library. As a bonus it also handles async / threads. Here's a really good video tutorial by OneLoneCoder
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My experience with C++ 20 coroutines
Yes: https://github.com/chriskohlhoff/asio/blob/master/asio/include/asio/coroutine.hpp
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Can anybody recommend a good place to gig hire software engineers?
Here's the main contributor to Asio. I looked at Asio's repository and this was the first guy.
- Ask HN: What are some examples of elegant software?
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?
libuv - Cross-platform asynchronous I/O
H - The full power of R in Haskell.
libevent - Event notification library
bindings-svm - Low level bindings to libsvm
C++ Actor Framework - An Open Source Implementation of the Actor Model in C++
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
POCO - The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
libev - Full-featured high-performance event loop loosely modelled after libevent
bindings-DSL - Library and macros to simplify writing Haskell FFI code
Oat++ - 🌱Light and powerful C++ web framework for highly scalable and resource-efficient web application. It's zero-dependency and easy-portable.
bindings-libusb - Low level bindings to libusb