bevy_networking_turbulence
Networking plugin for Bevy engine running on naia-socket and turbulence libraries (by smokku)
bincode
A binary encoder / decoder implementation in Rust. (by servo)
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bevy_networking_turbulence | bincode | |
---|---|---|
2 | 16 | |
112 | 2,523 | |
- | 2.7% | |
6.1 | 6.9 | |
about 2 years ago | 14 days ago | |
Rust | Rust | |
MIT License | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
bevy_networking_turbulence
Posts with mentions or reviews of bevy_networking_turbulence.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-03-01.
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Hey Rustaceans! Got an easy question? Ask here (9/2022)!
I'm playing around with bevy_networking_turbulence right now and I think that helps me with all the OSI layer stuff.
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Space Frontiers: Godot 3.4 client + Bevy ECS server [Multiplayer]
I use the following crate for game networking, in-game chat uses it as well: https://github.com/smokku/bevy_networking_turbulence
bincode
Posts with mentions or reviews of bincode.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-03.
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Hey Rustaceans! Got a question? Ask here (14/2023)!
Ermm... actually I meant something like this: playground, but then I realized it's basically (de)serialization, and I just found that we already have a crate for that: bincode.
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Convert a base-64 encoded, serialised, Rust struct to a Python class
One, figure out the bincode format (documented here: https://github.com/bincode-org/bincode/blob/trunk/docs/spec.md) and write your own parser. Maybe a one-off that specifically only handles this one data structure would be fairly straightforward.
- Fang, async background processing for Rust
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impl serde::Deserialize... is it really that complicated?
Step 1: The Deserialize type requests data from the Deserializer with one of the deserialize_type methods. This gives it an opportunity to provide certain metadata about the type: structs provide a list of fields, enums provide a list of variants, tuples provide a length, etc. Some data formats (notably bincode) require this metadata to drive deserializing, as the wire format is not self-describing. Crucially, the Deserialize type also provides a visitor that is capable of receiving the requested data from the Deserializer.
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A nicer way to pack this message?
Alternatively, give Bincode a try.
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Hey Rustaceans! Got an easy question? Ask here (9/2022)!
Like separate instructions? I was thinking if a instruction have unknown length I make sure I have some kind of header field that tells the data length of the instruction so receiver knows when next instruction starts. And I was planning on using Bincode with serde to serialize and dezerialize like structs and stuff.
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Easily converts a struct into Vec<u8> and back.
Isn't this essentially bincode?
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Does rust have function works like eval?
This is similar in practice to using abi_stable, and end-users will still receive compiled files, but your plugins will be sandboxed and a single build will work on all platforms. The downside is that it's a bit more work because WebAssembly's support for passing complex data types between the host and the WebAssembly code is in the preliminary stages, so you need to do something like using Serde to encode your data into something like Bincode or MessagePack (or JSON and friends) to hand it off between the host and the plugin.
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Storing variable data structures
What kind of access do you need to the data ? You should be able to make a safe api to the Vec class by iterating on in in chunks, and using a closure to translate data between u8 and other representations. ( f32, u32 has the fomr_ne_bytes() / to_ne_bytes() methods ) You could make a helper function that takes a format description ( i.e. "fffuucc" , and calculates the size of the chunk, and generates a closure for reading accessing the data, of the layout is completely dynamic. This closure could use an enum to wrap the different primitive types. ) Or if the layouts are known at compile time , you could use procedural macros to generate code for serializaion / deserialization inot the the [u8] , though https://crates.io/crates/bincode may already do that for you )
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Serde Bincode not De-serializing Bools?
Apparently there's a lot of discussion going on about that (3 of the 4 open tickets on the bincode implementation are about it), for example this one.
What are some alternatives?
When comparing bevy_networking_turbulence and bincode you can also consider the following projects:
laminar - A simple semi-reliable UDP protocol for multiplayer games
serde - Serialization framework for Rust
gRPC - The C based gRPC (C++, Python, Ruby, Objective-C, PHP, C#)
msgpack-rust - MessagePack implementation for Rust / msgpack.org[Rust]
netcrab - A multi-purpose TCP/UDP networking command line tool
PyO3 - Rust bindings for the Python interpreter
rust-cbor - CBOR (binary JSON) for Rust with automatic type based decoding and encoding.
nue - I/O and binary data encoding for Rust
evcxr
rust-ordered-float
capnproto-rust - Cap'n Proto for Rust
pwninit - pwninit - automate starting binary exploit challenges