backroll-rs
turbulence
backroll-rs | turbulence | |
---|---|---|
3 | 3 | |
345 | 256 | |
0.0% | 1.6% | |
0.0 | 4.2 | |
about 1 year ago | 6 months ago | |
Rust | Rust | |
ISC License | Apache License 2.0 |
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backroll-rs
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Choosing a networking library for my game
I'll share two other options, of course with numerous caveats on each: - https://github.com/HouraiTeahouse/backroll-rs Looks great for low-latency games - https://partner.steamgames.com/doc/features/multiplayer Steam can be used on non-Steam platforms too, and has official-ish rust bindings but haven't tried this route
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Bevy 0.6
I haven't actually got to the point of trying to implement it in my fighting game engine but Backroll rs is a rust implementation of GGPO https://github.com/HouraiTeahouse/backroll-rs
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Help wanted with Backroll-rs (new networking library)
Backroll-rs is a brand new networking library based on GGPO dedicated to peer-to-peer Rollback Netcode, for use in fighting games, platform fighters, and other games with less than 8 players that require low latency. We are looking for programmers familiar with Rust to help finish this project. We are 80% of the way completed with this project, but we need more unit tests and debugging to fully finish it.
turbulence
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Choosing a networking library for my game
enet - Golden standard, tested and reliable - Not native rust - Does not seem to be popular in rust turbulence - Readme says it is not stable, but last meaningful commit was 1 year ago - Lacking documentation and examples - Not very popular laminar - Last meaningful release was 3 years ago (ignoring changes that fix typos etc.) - Despite this, everywhere (book, readme) there are mentions that it is under "active development" - Created for Amethyst, which is dead. I am kinda fearful that the same thing will happen to this lib. Tachyon - New and not tested in the battle - Many features that other libraries have planned, Tachyon actually has implemented - Lacking documentation (except for one big readme file), tests, examples Quinn - Big, under active development (daily commits), very popular because web development. - Modular, ability to just use core implemetation: quinn-proto - Do i really need TLS certificates and cryptography for my playing with friends game server? - Stream based, I would need to implement recv/send messages on top of it (not that hard tbh) - Only reliable stream and "unreliable" messages.
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For a multiplayer game that will have browser and mobile app cross-platform, with a client-server architecture, what type of server would you set up?
see https://github.com/kyren/turbulence
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Shattersong Online - New Rust MMO Browser platformer in development by former Starbound and Wargroove devs
turbulence: A networking layer that provides multiplexed data channels (optionally reliable and bandwidth limited) over an unreliable channel.
What are some alternatives?
ggpo - Good Game, Peace Out Rollback Network SDK
uflow - A Rust library providing ordered, mixed-reliability, and congestion-controlled data transfer over UDP
rapier - 2D and 3D physics engines focused on performance.
laminar - A simple semi-reliable UDP protocol for multiplayer games
bevy_ggrs - Bevy plugin for the GGRS P2P rollback networking library.
quinn - Async-friendly QUIC implementation in Rust
Backroll-rs-test - A macroquad sample project that has rollback
webrtc-unreliable - Just enough hacks to get unreliable unordered WebRTC data channels between a browser and a server
rfcs - Suggest changes to Bevy and view accepted designs
website - Let's Encrypt Website and Documentation
bevy_egui - This crate provides an Egui integration for the Bevy game engine. πΊπ¦ Please support the Ukrainian army: https://savelife.in.ua/en/
hashlink - An updated version of linked-hash-map and friends