bindings-DSL
Library and macros to simplify writing Haskell FFI code (by rethab)
henet
Haskell bindings for ENet (by Ericson2314)
Our great sponsors
bindings-DSL | henet | |
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1 | 10 | |
38 | 8 | |
- | - | |
0.0 | 0.0 | |
10 months ago | about 10 years ago | |
Haskell | Haskell | |
BSD 3-clause "New" or "Revised" 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.
bindings-DSL
Posts with mentions or reviews of bindings-DSL.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-26.
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Using C libraries in Haskell with Cabal
Maybe you could write a FFI-Library for Raylib with the help of [bindings-dsl](https://github.com/rethab/bindings-dsl/wiki). I haven't tried anything similar myself, but would also be interested if this would be feasible.
henet
Posts with mentions or reviews of henet.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-07-11.
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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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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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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?
When comparing bindings-DSL and henet you can also consider the following projects:
OpenCL - Haskell high-level wrapper for OpenCL
H - The full power of R in Haskell.
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
bindings-libusb - Low level bindings to libusb
bindings-svm - Low level bindings to libsvm
missing-foreign - Convenience functions for FFI work in Haskell
zeromq-haskell
inline-c-cpp