client-godot
GodotModulesCSharp-Old
client-godot | GodotModulesCSharp-Old | |
---|---|---|
3 | 18 | |
16 | 57 | |
- | - | |
0.0 | 0.0 | |
about 1 year ago | about 1 year ago | |
C# | C# | |
GNU General Public License v3.0 only | MIT License |
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.
client-godot
- Raccoons Rise Up – 100% Open Source F2P Mmorpg TextBased Resource Management Sim
-
Raccoons Rise Up - 100% Open Source Free to Play MMORPG Text Based Long Term Progressive Resource Management Sim
Game Client Source: https://github.com/Raccoons-Rise-Up/client-godot [License: GPL-3.0]
- Raccoons Rise Up - 100% Open Source Free to Play MMORPG Text Based Long Term Progressive Resource Manamgement Sim
GodotModulesCSharp-Old
- Server-Side Simulated Player Transforms
-
Godot Modules - Dev Blog #1 (My journey with multiplayer so far)
You can find the Godot Modules project on GitHub here with the MIT license.
Another cool thing I learned while working on this project is a great use of the virtual keyword. It allows me to separate the game netcode from the core netcode very nicely as seen here.
For sending data over the network I used System.IO.BinaryWriter and System.IO.BinaryReader. I created some classes to help automate my life with this. Have a look at [CPacketPlayerPosition.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketPlayerPosition.cs), [SPacketPlayerTransforms.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketPlayerTransforms.cs), [CPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/CPacketLobby.cs), [SPacketLobby.cs](https://github.com/GodotModules/GodotModules/blob/main/Scripts/Netcode/Common/SPacketLobby.cs) just to see how nice everything is grouped together. Before I had it so a lot of this code was dispersed across several files (for e.g. CWPacketLobbyJoin.cs, CRPacketLobbyJoin.cs, SWPacketLobbyJoin.cs, SRPacketLobbyJoin.cs) S stands for Server, C stands for Client, W stands for Write, R stands for Read.
- I Created a ModLoader with MoonSharp for C# Godot Games
- Godot Modules - ModLoader, Cooperative Netcode, Options Preset, Utility Scripts to Kick Start your C# Godot Games
- Netcode to Create Lobbies for Cooperative Godot C# Games (Wip)
- Netcode to Create Lobbies for Cooperative Godot C# Games (wip)
What are some alternatives?
Mimic - 📡 League from the safety of your toilet.
GodotMono-InfiniteTerrain
server - A multi-threaded console / game server that handles logging, user commands and connections from clients.
ENet-CSharp - A improved fork of ENet, a tried and true networking library. C, C++, C# compatible.
Fall-for-Greed - A survival game I'm working on.
ediabaslib - .NET BMW and VAG Ediabas interpreter library
AvalonMudClient - A Windows MUD client written in C#/WPF for .NET 8.
Captain-of-industry-modding - Official modding resource for video game Captain of Industry.
TrueUO - https://trueuo.com
Unity-Lua - A wrapper around MoonSharp that allows easy development of moddable Unity games
Unity-Rpg - unity rpg engine that is free and opensource
MasterServer-Old - NodeJS server to list Godot lobbies for Godot Modules project.