bindings-gobject
Low level binding supporting GObject and derived libraries (by Yuras)
henet
Haskell bindings for ENet (by Ericson2314)
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bindings-gobject | henet | |
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0 | 10 | |
6 | 8 | |
- | - | |
0.0 | 0.0 | |
almost 11 years 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-gobject
Posts with mentions or reviews of bindings-gobject.
We have used some of these posts to build our list of alternatives
and similar projects.
We haven't tracked posts mentioning bindings-gobject yet.
Tracking mentions began in Dec 2020.
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-gobject and henet you can also consider the following projects:
H - The full power of R in Haskell.
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
bindings-libusb - Low level bindings to libusb
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
bindings-svm - Low level bindings to libsvm
bindings-DSL - Library and macros to simplify writing Haskell FFI code
zeromq-haskell
missing-foreign - Convenience functions for FFI work in Haskell
inline-c-cpp
bindings-lxc - Direct Haskell bindings to LXC (Linux containers) C API.