bindings-wlc
Haskell bindings for wlc (by aktowns)
henet
Haskell bindings for ENet (by Ericson2314)
Our great sponsors
bindings-wlc | henet | |
---|---|---|
0 | 9 | |
2 | 8 | |
- | - | |
0.0 | 0.0 | |
almost 7 years ago | over 9 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-wlc
Posts with mentions or reviews of bindings-wlc.
We have used some of these posts to build our list of alternatives
and similar projects.
We haven't tracked posts mentioning bindings-wlc 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 2022-10-06.
-
Multiplayer Networking Solutions
Enet already talked about in the thread
- What's an actually useful netcode package!
-
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.
-
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.
-
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-wlc and henet you can also consider the following projects:
bindings-libusb - Low level bindings to libusb
bindings-levmar - Low level Haskell bindings to the C levmar (Levenberg-Marquardt) library
H - The full power of R in Haskell.
zeromq-haskell
bindings-DSL - Library and macros to simplify writing Haskell FFI code
bindings-sc3 - Haskell bindings to the SuperCollider synthesis engine
bindings-gobject - Low level binding supporting GObject and derived libraries
inline-c-cpp
foreign-var - Foreign variables, deprecated in favor of `StateVar`
missing-foreign - Convenience functions for FFI work in Haskell